N n games in the preparatory group. “Name the plant with the right sound.” Game "Entertaining squares"

OUTDOOR GAMES (WITH RUNNING)

"Burners"

Target : teach children to run in pairs at speed, start running only after finishing the words. To develop speed of movement and dexterity in children.

Progress of the game:

Children stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. According to the counting, a Trap is selected. He stands on the line with his back to the other children. Everyone standing in pairs says:

"Burn, burn clearly,

so that it doesn't go out.

Look at the sky - the birds are flying,

The bells are ringing.

One, two, three – run!”

With the end of the words, the children standing in the last pair run along the column (one on the right, the other on the left), trying to grab hands. The trap tries to catch one of the pair and connect hands with him.

If the catcher managed to do this, he forms with the caught new pair and stands in front of the column, and the one left without a pair becomes a trap. If the Trap is not caught, he remains in the same role.

While pronouncing the words, the Trap does not look back; you can catch before the players hold hands.

OUTDOOR GAMES (WITH RUNNING)

“Traps” (with ribbons)

Target: teach children to run in all directions, without bumping into each other, and to act quickly on a signal. Develop orientation in space, the ability to change direction.

Progress of the game :

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The trap tries to pull out the ribbon. At the signal: “One, two, three, quickly run in a circle - all the children line up in a circle.” After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center and there is a Trap. At the signal “One, two, three catch,” the children run across the circle, and the Trap tries to grab the ribbon.

OUTDOOR GAMES (WITH RUNNING)

"Frost - red nose"

Option 1.

Target:

Progress of the game :

On opposite sides of the site there are two houses, in one of them there are players. In the middle of the platform, the driver, Frost the red nose, stands facing them, and he says:

“I am frost - a red nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them and stand there until the end of the run. Frost counts how many players managed to freeze; it is taken into account that players who ran out of the house before the signal or remained after the signal are also considered frozen.

OUTDOOR GAMES (WITH RUNNING)

"Frost - red nose"

Option 2.

Target: teach children to run across the scattered ground from one side of the site to the other, dodging the trap, act on a signal, and maintain a motionless posture. Develop endurance and attention. Strengthen running with shin overlapping, side gallop.

Progress of the game :

The game proceeds in the same way as the previous one, but there are two frosts (Red Nose Frost and Blue Nose Frost). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost the Blue Nose.

Two frosts are daring, which of you will decide

I'm Frost the Red Nose, set off on a little path?

After answer:

“We are not afraid of threats and we are not afraid of frost”

all the children run to another house, and both frosts try to freeze them.

OUTDOOR GAMES (WITH RUNNING)

"The Kite and the Mother Hen"

Target: teach children to move in a column, holding each other tightly, without breaking the clutch. Develop the ability to act in a coordinated manner and dexterity.

Progress of the game :

8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone hold on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.

OUTDOOR GAMES (WITH RUNNING)

"Paints"

Target: teach children to run, trying not to catch up, to jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.

Progress of the game:

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:

Knock! Knock!

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example: jump on one leg along the red carpet.

OUTDOOR GAMES (WITH RUNNING)

"Take it quickly"

Target: teach children to walk, run in circles, act on a signal, develop dexterity and speed.

Progress of the game:

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), of which there should be one less. At the next signal6 “Take it quickly!” - each player must take an object and lift it above his head. The one who did not manage to pick up the object is considered a loser. The game repeats itself.

"Tag"

Target: teach children to run around the playground in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Progress of the game :

A driver is selected, who receives a colored bandage and stands in the center of the site. After the signal: “Catch!” - all the children scatter around the playground, and the driver tries to catch up with one of the players and make fun of them. The one who is insulted by the driver moves aside. After 2-3 repetitions, the Trap changes.

OUTDOOR GAMES (WITH RUNNING)

"Owl"

Target : teach children to act on a signal, run, scatteredly imitating birds, and maintain a motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. At the signal “day,” the birds fly away, flap their wings, and peck grains. At the signal “night” everyone stops and stands motionless. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The “day” signal is given again, the owl flies to the nest, and the children - birds fly around the playground.

"Salki - don't fall into the swamp"

Target : teach children to run without running beyond visual cues, with dodging. Develop dexterity, speed of movement, spatial orientation.

Progress of the game:

On the site, sticks, cones, and pebbles indicate a place where you cannot run - a swamp (anthill, vegetable garden). Choose a trap. At a signal, he catches up with the children, trying to make them dirty.

Haunted by the trap, he leaves the game.

OUTDOOR GAMES (WITH RUNNING)

"Running in lines"

Target : teach children to walk in a line with different positions of their hands: on their shoulders, clasped in front, to run away in all directions without bumping into each other. Develop the ability to act on a signal, in coordination, dexterity, and speed of movement.

Progress of the game:

The teams line up in lines (at a distance of 15-20 steps), you can give them the names “Rocket” and “Sputnik”. At the signal, the children of one of the teams, holding hands, walk forward, trying to maintain alignment. When there are 2-3 steps left to the other line, the participants of which are sitting on the ground, the teacher gives the command: “Run!” The children of the first rank unclasp their hands and run to their house, and the children of the second rank try to insult them. When repeating, the teams switch roles

OUTDOOR GAMES (WITH RUNNING)

"Catch up with your opponent"

Target : teach children to run from one side of the playground to the other quickly so as not to upset other children. Develop the ability to act on a signal, speed of movement, dexterity.

Progress of the game:

Two lines of children are located in front of the starting lines at a distance of 5 steps from one another; a house is outlined 15-20 steps from the starting line. At the signal, everyone starts running at the same time: the children behind them try to make fun of those running in front. After counting the dirty ones, the children change roles. When repeating, the ranks change places.

OUTDOOR GAMES (WITH RUNNING)

"Changing Places"

Target : teach children to run from one side of the playground to the other in a line, without bumping into each other. Develop the ability to form a line evenly, to act in concert, on a signal. Strengthen the side gallop, running with straight legs.

Progress of the game:

Two teams of 8-10 people line up facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge at arm's length. At a signal, they run towards each other, trying to get outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.

OUTDOOR GAMES (WITH RUNNING)

"Collect the flags"

Target: teach children to throw from one side of the court to the other, trying to quickly raise the flag, hold the flags tightly, trying not to drop them. To develop dexterity, speed of movement, coordination, and attention in children.

Progress of the game:

On the field or site there are flags placed every 8-10m. in the first row there should be two fewer flags than there are players, in the second row there should be another 2 fewer. Thus, if 10 children are playing, then there should be 8, 6, 4, 2, 1 flags in each row. At a signal, the children run, each trying to take possession of the flag in the first row. Two who do not have time to do this are eliminated from the game. After the second stage, six participants remain, then 4 and finally the two strongest. The child who masters the last flag is the winner.

Complication: reach the flags by jumping forward on two legs.

OUTDOOR GAMES (WITH RUNNING)

"Be careful"

Target: teach children to quickly run after objects, listening to the command which object needs to be brought. Develop attention, dexterity, speed of movements.

Progress of the game:

On one side of the court there are 5-6 players, on the opposite side (distance 8-10m) in front of each of them there are three objects (a cube, a rattle, a flag) to the signal “Run!” children rush towards objects. Approximately halfway along the path there is a signal indicating which of the three objects you need to take, for example a cube. Children take the named object and run with it to the starting line, the one who brought the object first wins, if the wrong object is taken, you need to go back and replace it.

OUTDOOR GAMES (WITH RUNNING)

"Blind Man's Bluff"

Target : teach children to run randomly around the playground, move blindfolded, listening to warning signals. Develop the ability to quickly move around the room, dexterity, and speed of action.

Progress of the game:

The driver is selected - blind man's buff. He stands in the middle of the room, is blindfolded, and turned around several times. Then all the children scatter around the room, and Trap tries to catch someone. When they see any danger to blind man's buff, children must warn with the word “Fire!” Having caught someone, the blind man's buff transfers his role to the person caught.

OUTDOOR GAMES (WITH RUNNING)

"Tag with a skipping rope"

Target: teach children to run in pairs or threes around the playground, holding on to a jump rope, trying to make the children run around in all directions. Develop the ability to act coordinatedly in pairs, threes, coordination of movements, dexterity.

Progress of the game:

Two children take an ordinary short jump rope by the ends and run around the playground, trying with their free hand to slap the rest of the children running away from them. The first one caught stands between the drivers, grabs the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them needs to catch one player.

Complication: include 2 pairs of traps in the game.

OUTDOOR GAMES (WITH RUNNING)

"Change the subject"

Target: teach children to quickly run to the opposite side of the site, take an object and give it to a friend, develop the ability to act in a team, follow the rules, dexterity, and general endurance. Cultivate persistence in achieving positive results.

Progress of the game:

On one side of the court, the players stand behind the line, forming 4-5 columns. On the opposite side of the site, opposite each column, circles with a diameter of 60-80 cm are outlined. everyone first in the column holds a bag of sand, a cube or another object in their hands. The same object is placed in the center of each circle. At the signal, players run to the mugs, put down an object and take another, then run back to their place and raise the brought object above their heads. The one who did it first is considered the winner. Those who come running pass the objects to those standing behind them, and they themselves run to the end of the column. When everyone has completed the task, the column with the most winnings is marked.

Complication: run after an object like a snake between the pins without dropping the pins.

OUTDOOR GAMES (WITH RUNNING)

"Catch up with your mate"

Target: teach children to run quickly in a given direction, trying to catch up with their partner. Develop the ability to act on a signal, dexterity, and speed of movement. Promote endurance.

Progress of the game:

Children stand in pairs on one side of the playground: one in front, the other behind, retreating 2-3 steps. At the teacher’s signal, the first ones quickly run to the other side of the site, the second ones catch them - each with their own pair. When repeating the game, children change roles.

"Rope"

Target: teach children to run fast, trying to pull the rope. Develop speed and agility.

Progress of the game:

A rope 1 m long is placed on the floor. Flags are placed at a distance of 5-6 m from its ends. Two children stand at the ends of the rope facing their flags. At the signal: “One, two, three, run,” the children each run to their flag, run around it, return and pull the end of the rope. The one who manages to do this first wins.

OUTDOOR GAMES (WITH RUNNING)

"Relay race in pairs"

Target: teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Progress of the game :

Children stand in 2 columns in pairs behind a line on one side of the playground. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

ACTIVE GAMES (WITH JUMPING)

"Don't get caught"

Target : teach children to jump over the cord on two legs forward, backward, swinging their arms, pushing with their legs. Develop dexterity. Strengthen the arches of your feet.

Progress of the game :

Children sit around a cord placed in the shape of a circle. There are two drivers in the center. At the teacher’s signal, the children jump on two legs in a circle, and jump out as the traps approach. Anyone who has been stained receives a penalty point. After counting those caught, the traps are changed and the game resumes.

ACTIVE GAMES (WITH JUMPING)

"Frogs and Heron"

Target: teach children to jump on the spot from a deep squat, jump over a rope located at a height of 15 cm, in different ways: with two legs, one, with a run, trying not to be caught by a heron. Develop agility and speed of movement.

Progress of the game:

A swamp is marked in the middle of the site, pegs are driven in with a height of -15 cm. They hang a rope with weights on them so that it does not sag. To the side of the swamp is a heron. Frogs jump in the swamp, catching mosquitoes. At the signal “Heron!” -she steps over the rope and begins to catch frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, or running. The caught frogs go to the heron's nest.

Anyone who steps over the rope is considered caught; you can only jump over.

Complication: introduce a second heron, raise the rope to a height of 20 cm.

ACTIVE GAMES (WITH JUMPING)

"Don't step on it"

Target: teach children to jump over a stick sideways to the right, left. Develop a sense of rhythm, alternating jumps from right to left, attention, dexterity. Strengthen leg muscles .

Progress of the game:

A subgroup of children each place a 40cm long stick on the ground and stand to their right. At the count of the teacher and the rest of the children, they jump, moving their legs to the right and left of the stick. The one who made a mistake - did not jump exactly to the count, stepped on a stick, leaves the game.

Complication: jump forward and backward with each foot in turn.

ACTIVE GAMES (WITH JUMPING)

"Wolf in the Moat"

Target: teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to get hit by a wolf. Develop agility and speed of movement.

Progress of the game:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another; this is a ditch. On one side of the site there is a goat house. All the playing goats are one wolf. The goats are located in the wolf's house in the ditch. At the teacher’s signal - “goats to the meadow”, the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, at the signal - “goats home”, they run into the house jumping over the ditch. The wolf, without leaving the ditch, catches the goats by touching them with his hand. Those caught move to the end of the ditch. After 2-3 dashes, another wolf is assigned.

ACTIVE GAMES (WITH JUMPING)

"Be Nimble"

Target: teach children to jump in a circle, jumping over sandbags and back, trying not to make the driver dirty. Push off and land on both feet, on your toes. Develop agility and speed of movement. Strengthen the arches of your feet.

Progress of the game:

Children stand facing in a circle, each with a bag of sand at their feet. The driver is in the center of the circle. At the teacher’s signal, the children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Trap.

The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

ACTIVE GAMES (WITH JUMPING)

"Jump - sit down"

Target : teach children to jump over a rope with both feet, pushing off and landing on both feet, and take a crouching tuck position. Develop dexterity, attention, speed of movements.

Progress of the game:

Children stand in a column at a distance of one step from another. Two drivers with a rope in their hands - length 1.5 m, are located to the right and left of the column. At a signal, children carry a rope in front of the column at a height of 25-30 cm from the ground. Children in a column take turns jumping over the rope. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60cm. the children quickly squat down, taking a tucked position so that the rope does not hit them. When repeated, the leaders change.

Jump up with a push of both legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

ACTIVE GAMES (WITH JUMPING)

"Swipe"

Target: teach children to jump in place as high as possible, trying to hit a ball suspended 25 cm above the children’s height. Learn to land on your toes with bent legs. Strengthen the arches of your feet. Develop eye, dexterity, coordination of movements.

Progress of the game :

The ball is suspended at a height of 25 cm above the child’s raised hand. Two children of approximately the same height stand on both sides of the ball. They jump up and try to hit the ball harder. The winner is the one who hits the ball away from him in the other direction more often. Touch the ball with both hands.

ACTIVE GAMES (WITH JUMPING)

"Penguins with a ball"

Target: teach children to jump to a visual reference on two legs with a ball clamped between their knees, trying not to lose the ball, and land on both feet. Develop agility, speed of movement, coordination.

Progress of the game:

Children stand in 4-5 lines. Opposite each link at a distance of 5 m is a landmark - a stump chip. The first in the lines receive the ball. Holding them between their knees, they jump to the object, take the ball and run around the landmark, each returning to their own link and passing the ball to the next one.

To jump without losing the ball, the loser must again hold the ball with his feet and start jumping from the place where the ball was lost.

ACTIVE GAMES (WITH JUMPING)

"Drive the ice"

Target: teach children to jump on one leg, trying to drive an object into a circle with their toes. Develop dexterity and the ability to calculate the force of a push.

Progress of the game:

A large circle is drawn on the snow with colored paint, from it there are 8-10 colored lines - rays - in different directions, their length is 2.5 - 3. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand while waiting for the rest of the players. After that, everyone drives their piece of ice back, bouncing on one leg, trying to stick to the drawn line, and passes the piece of ice to the next one. Drive a piece of ice by pushing it forward with the toe of the foot on which you are jumping.

OUTDOOR GAMES (WITH RUNNING)

"Migration of Birds"

Target: teach children to run freely around the hall, imitating the flight of birds, jump onto cubes, benches, without using their hands, jump off, landing on their toes, legs bent. Teach children to act on cues.

Progress of the game:

At one end of the hall there are children - they are birds. At the other end of the hall there are trees that you can climb on.

At the teacher’s signal: “The birds are flying away!” - children, waving their arms, scatter throughout the hall like wings, at the next signal: “Storm!” - children run to the hills and hide there. When the teacher says: “The storm has stopped!” children descend from the heights and scatter around the hall again (the birds continue their flight). During the game, the teacher must provide insurance for the children.

ACTIVE GAMES (WITH JUMPING)

"Sideways"

Target: teach children to jump sideways while maintaining distance, landing on their toes with bent knees. Strengthen leg muscles.

Progress of the game:

Children stand in a column at a distance of two steps from each other. At the teacher’s signal, the children jump sideways, all in one direction. Will the column be preserved?

Option 2.

Standing in a column, they count on the first second. At the signal, the first numbers jump sideways to the right, the second to the left.

"Running in a sack"

Target: teach children to jump in a bag. Develop agility, speed, endurance.

Progress of the game:

Two or three children put spacious bags on their feet and jump to a landmark; whoever manages to cover this distance faster wins.

ACTIVE GAMES (WITH JUMPING)

"Wolves and Sheep"

Target : teach children to jump with long strides, trying to stain the “sheep.” Develop agility and speed. Strengthen leg muscles.

Progress of the game:

Children pretend to be sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. The sheep live on the opposite side of the lawn. They go out for a walk, run across the lawn, jump, sit down and nibble the grass. As soon as the teacher says: “Wolves!”, the wolves jump out of the ravine and run in wide leaps after the sheep, trying to catch them; when caught, the wolves take them to their ravine.

ACTIVE GAMES (WITH JUMPING)

"The Fox and the Chickens"

Target: teach children to jump off objects, landing on their toes with bent knees, and to run in all directions without bumping into each other. Develop dexterity and attention. Strengthen the arches of your feet.

Progress of the game:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox and sits in his hole. At a signal, the chickens jump from their perch and run around the yard, jumping up, flapping their wings, and pecking at grains. At the teacher’s signal, the fox runs out of its hole and tries to catch the hen who has hesitated. The chickens should quickly fly to the roost. Whomever the fox catches, he takes him to his hole.

Option 2.

The fox slowly begins to approach the chickens, one of the children pretending to be a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!” At this signal, the chickens run away to roost. The rooster keeps order and is the last to fly to roost. The fox catches the chicken that cannot stay on the roost or does not have time to fly to the roost. And he takes her into a hole, but on the way she unexpectedly meets a hunter with a gun (the teacher), frightened by the fox, lets go of the chicken and runs away, and the chicken returns home.

ACTIVE GAMES (WITH JUMPING)

"Who Jumps"

Target: teach children to jump on two legs, landing on their toes with their legs bent. Develop attention and speed. Strengthen the arches of your feet.

Progress of the game:

The children stand in a circle with the teacher with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, the teacher says: - the frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping, etc. according to the conditions of the game, the children must say “yes” and jump only if the teacher named an animal that can really jump.

"Let's jump in circles"

Target: teach children to jump on two legs in a circle, keeping their hands on their belts. Landing on your toes with your legs bent. Strengthen the arches of your feet. Develop attention and the ability to act on a signal.

Progress of the game:

Each player lays out a circle with a diameter of 60 cm from cones, strings, and pebbles. Everyone stands with their left and right sides facing their circle, puts their hands on their belts and, at the teacher’s signal, begins to jump on two legs around their circle. At the signal: “Stop!” the children rest a little and again begin to jump in the opposite direction.

OUTDOOR GAMES (WITH THROWING)

"Hunters and Beasts"

Target: teach children to throw a small ball, trying to hit the animals, to perform imitative movements, depicting forest animals. Develop dexterity and eye.

Progress of the game:

Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go out into the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot and leaves the circle. Then the players change roles.

"Fast and accurate"

Target : teach children to throw bags at a horizontal target, in a convenient way, to run a race. Develop eye, throwing accuracy, agility.

Progress of the game:

2-4 children run to race, each with two bags of sand in their hands. Having reached the line, which is located 20 m from the start, children must stop and throw the bags into circles with a diameter of 1 m, drawn 3 meters from the finish line. Children must then quickly return to the starting line. The winner is the one who threw the bags and returned to their place faster.

OUTDOOR GAMES (WITH RUNNING)

"Ball Trap"

Target: teach children to run in all directions in the hall, form a circle, throw a ball at a moving target - a child. Develop the ability to act on a signal, to run without bumping into each other. Cultivate endurance.

Progress of the game:

Children stand in a circle, standing at arm's length from each other. One of the children stands in the center of the circle. This is the driver. At his feet lie two small balls. The driver names or performs a series of movements. Children repeat. Suddenly the teacher says, “Run from the circle!” and the children run away in different directions. The driver picks up the balls and tries, without leaving the spot, to hit the runners. Then, at the signal “One, two, three, quickly run into the circle,” the children again form a circle. A new driver is selected.

OUTDOOR GAMES (LOW MOBILITY)

"Hit the shuttlecock"

Target : teach children to work with a racket, hitting the shuttlecock so that it does not fall for as long as possible. Develop dexterity, endurance, eye.

Progress of the game:

A group of children hit the shuttlecock with a racket, trying to hit as many times as possible and not let their minds fall.

Option 2.

Invite the children to hit the shuttlecock and turn the racket to the other side each time. Or passing from one hand to another.

"Knock down the pin"

Target : teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop eye, strength and throwing accuracy.

Progress of the game:

On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2 m, a line is marked from them with a cord. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.

ACTIVITY GAMES (WITH CASING)

"Bears and Bees"

Target: teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes, on bent legs, and run in all directions. Develop agility, courage, speed.

Progress of the game:

Children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. according to a conditioned signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” the bees fly to the hives, trying to sting the bears, they run away into the den, the stung bears miss one game. After 2-3 repetitions, children change roles.

Make sure that they get off the gymnastics wall without jumping or missing the slats. Jump off the benches on your toes with your legs bent.

ACTIVE GAMES (WITH WALKING)

"Pass quietly"

Target: teach children to pass through the gate or crawl silently, not to stand motionless. Develop the ability to move easily, on your toes.

Progress of the game:

Several children are blindfolded. They stand in pairs facing each other at arm's length. The rest of the children try to pass through the gate one by one silently, carefully bending down or crawling. At the slightest rustle, those standing at the gate raise their hands to stop the person passing. The winner is the one who managed to get through the gate safely.

You cannot stand without moving and go through the gate. If those standing at the goal catch the players, they immediately lower their hands down.

ACTIVE GAMES (WITH WALKING)

"Bear Cubs"

Target: teach children to walk on all fours, racing. Develop back, leg muscles, agility.

Progress of the game:

Children stand on the starting line in pairs; at a signal, children crawl on all fours to the finish line.

Children in pairs compete in fast walking on all fours - like a bear.

Complication:

Crawl across the lawn while climbing over a log.

ACTIVE GAMES (WITH WALKING)

"Figure walking"

Target: teach children to perform different types of walking in accordance with the task: snake, snail, chain, holding hands. Develop the ability to navigate the site and attention.

Progress of the game:

At the teacher’s signal, children walk in different types of walking.

“Snail” children hold hands and, turning to the left, follow the leader, first in a circle, and then the snail, i.e. making concentric circles one inside the other. The distance between the spiral rings must be at least 1 m.

“Snake” children walk in a column from one side of the playground to the other. Then they turn behind the leader and go to the meeting, doing this several times.

“Needle and thread” children hold hands, forming a chain. Having drawn a chain around the playground, the leader stops the children and invites them to raise their hands linked with their neighbors up, forming a row of gates. The leader leads the chain further behind him in reverse direction under the arms of the guys, going around one by one, one on the right, the other on the left. At the moment when the chain of children passes under the gate, the child who raised his hands to form the gate turns around himself and continues to walk in the chain.

ACTIVE GAMES (WITH WALKING)

"Stop"

Target: Teach children to walk around the playground, performing rhythmic steps in accordance with the words of the leader, stop at the “Stop” signal, and stand still. Develop the ability to move according to a signal and balance.

Progress of the game:

At a distance of 10-16 steps from the boundary of the site, a line is drawn behind which the children stand. At the other end of the platform, a circle with a diameter of 2-3 steps is outlined - the driver’s place. Turning his back to the children, the driver says loudly: “Walk quickly, be careful not to yawn! stop!" In response to these words, everyone goes to the driver, taking a step for each word. At the word “stop” they stop, and the driver quickly looks around. The driver returns the one who did not have time to stop and made an additional movement to the starting line. Then he turns his back again and repeats the words of the command. Children continue their movements from the place where they stopped the first time with the word stop. Those who were sent to the starting line begin to move from there. The winner is the one who managed to stand in the circle with the driver and becomes the driver.

OUTDOOR GAMES (WITH RUNNING)

"Obstacle Course"

Target: teach children to overcome an obstacle course at speed, to complete tasks accurately and efficiently. To develop in children coordination of movements, agility, speed, and the ability to pass the baton.

Progress of the game:

Various aids can be used as obstacles: benches, arches, barriers, throwing targets. The order of overcoming obstacles can be any, for example: crawl under several arches (slats), walk along a bench (or log), run around medicine balls (4 balls placed at a distance of 1 m from each other), jump from a place over two lines, crawl along bench, run with a small ball (or a bag of sand) 6-7 m and throw it at the target. The speed and accuracy of completing the task are assessed.

OUTDOOR GAMES (WITH RUNNING)

"Fish"

Target : teach children to move scattered around the playground, trying to step on another child’s fish, and to move while dodging. Develop attention and speed of movement.

Progress of the game:

Two teams compete. Each child receives a paper fish with a 1m long thread attached to its tail. children tuck the end of the thread into the back of the belt so that the fish freely touches the floor - the fish swim. Each team has fish a certain color. At the teacher’s signal, everyone walks around the site, trying to step on the opponent’s fish, and at the same time not letting them catch their own. Whose fish is caught leaves the game.

Complication: introduce running.

"TUNNEL"
Goal: to teach children the ability to crawl.
Participants stand in two columns. The first one takes a step forward and takes a bent position. The second participant crawls under the first specified method (on his belly, on low all fours with support on his forearms) and takes the same position next to the first. The third participant starts the movement, etc.
The task is performed 2-3 times in a row. The team that crawls over the landmark the fastest wins.
Option 1
Having lined up, the teams take the starting position - lying on bent arms. The guides and closing ones face each other. The guides have balls in their hands. At the signal, players do push-ups while lying down and, raising their pelvis, take a bent position. The guide rolls the ball along the tunnel with a push of both hands and lies on the floor. The closing player, having caught the ball, runs to the place of the guide. At this time, all other players bend their arms and lie down in the position. The relay ends when the guide returns to his place.
Option 2
Same conditions, but i.p. – support while sitting behind, and at the moment of rolling the ball – support while lying behind

"HIT THE PEAR"
Goal: balance, throwing the ball, throwing.
The participants of the game are divided into 2 teams. The first is “pears”, children stand on a bench placed across the hall. The players of the second team, the “throwers,” take one ball each (d=15.25 cm) and line up at a distance of 5-6 m from the bench. At the signal, the “throwers” ​​take turns throwing the ball, trying to knock down the “pear”. The game is played 5-6 times, counted total knocked down pears. The team that knocks down the most bags wins. The player (“pear”) who was hit by the ball or who jumped to the floor is considered to be knocked down.
Complication
1. Both teams stand on parallel benches.
2. The bench of “throwers” ​​stand perpendicular to the bench with “pears” at a distance of 5-6 m, before the throw the player – “thrower” runs along the bench.

"FISHING ROD"
Goal: jumping
The players stand in a circle. The driver, being in the middle, twists the rope with a bag at the end so that the bag flies at a height of 5-10 cm from the floor. Everyone jumps over the rope, and the one who touches it receives one penalty point, after which the game continues. The winners are the jumpers who receive the fewest penalty points after 8-12 laps of rope under their feet.

"RAFT CROSSING"
Goal: balance
The teams are lined up in columns one at a time in front of the starting line (“on the shore”), with two rubber mats (rafts) in the hands of the guide. At a signal, he places one rug in front of him on the floor and two, three or four people quickly stand on it (depending on the length and width of the rug). Then the guide places a second mat on the floor, and the whole group moves onto it, passing the first mat on. And so, alternately, jumping from mat to mat, the group crosses the “river” to the opposite “bank”, where the participants remain behind the finish line, and one of the players returns back behind the finish line in the same way. next group. Players are not allowed to place their feet on the floor. Participants who violate this condition are eliminated from the game (considered “drowned”). The team that finishes the “crossing” first and without losses wins.

"HOT POTATO"
Purpose: passing the ball
The players stand in a circle at arm's length. Two players standing on opposite sides of the circle each have a ball. At the signal, both players begin to pass the balls in a circle in one direction as quickly as possible so that one ball catches up with the other. When one of the players has two balls, the game starts again. They play for 4-5 minutes, then mark the players who passed the ball well.
Note
The ball must be passed to everyone standing nearby, without letting anyone through. The player who dropped the ball must pick it up and, returning to his place, pass it to his neighbor.
Complication
1. Balls of different weights.
2. Balls of different sizes.
3. The number of balls is more than two.

"CHANGERS"
Children stand in a circle. The instructor offers to swap places for those children who have something the same: blond hair, white T-shirts, pets, etc. For example, the instructor says: “Let those who have a bicycle change places.” Children change places, etc. The game lasts 3-4 minutes.

"FREEZE"
Goal: to teach children the ability to crawl and run.
One child is chosen as an ice cube, and the rest scatter in different directions. “Ice” counts to 5, and then catches up with the fleeing people. When a piece of ice touches them, they freeze in place in a wide stance. To defrost them, other children must crawl between the legs of the frozen ones. The game is played 2-3 times for 2-3 minutes. Each time a new piece of ice is selected.

"DAY AND NIGHT"
Goal: to teach children the ability to throw and catch a ball
Each of the children has a ball in their hands. At the command “Day!” children perform familiar movements with the ball (throwing up, down, into a wall, into a hoop, hitting the ball in place, in motion, etc.). At the command “Night!” - freeze in the position in which the night found you.
The game lasts 3-4 minutes.

"STREAMS AND LAKES"
Goal: teach children to run and change lanes
Children stand in two or three columns with the same number of players playing different parts the halls are streams. At the signal “The streams ran!” everyone runs after each other in different directions (each in his own column).
At the signal “Lake!” players stop, hold hands and build circles in the lake. Those children who build a circle win.

"On one leg along the path"
Children stand on the edge of the playground. They are asked to jump to the middle of the platform on their right foot (3-4 m). The children are running back. Then they jump on their left foot.

"Traps on one leg"
Choose a trap. At the teacher’s signal: “one, two, three! Catch it!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.

"Tag on One Leg"
The children disperse around the playground, close their eyes, everyone’s hands are behind their backs. The presenter goes around them all and quietly puts a handkerchief in the hands of one. On the count of “One, two. Three! Look!" children open their eyes. Standing still, they look at each other carefully: “Who is the tag?” A child with a scarf suddenly lifts its top and says: “I’m a tag!” Participants in the game, jumping on one leg, try to get away from the tag. The one whom he touched with his hand goes to lead. He takes a handkerchief, lifts it up, and quickly says the words “I’m a salka!” The game repeats itself.
Rules: you can jump alternately on your right and left legs; When the tags are changed, the players are allowed to stand on both feet; The tag must also jump, like everyone else playing, on one leg.

"Two Frosts"
Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are the Frost brothers: Red Nose Frost and Blue Nose Frost. They address the players with the words:
We are two young brothers,
Two Daring Frosts:
I am Frost Red Nose,
I am Frost Blue Nose.
Which one of you will decide
Set off on a path?

The guys answer in unison:
We are not afraid of threats
And we are not afraid of frost.
And they begin to run from one “city” to another. Frost catches them. The one they manage to catch is considered frozen. He remains in the place where he was caught, and must, with his arms outstretched, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run through, the game ends. The winners are those who have never been frozen.

"Two of us one rope (fun competition)"
Two players sit on chairs with their backs to each other, at a distance of 2-3 m. A rope is stretched under the chairs. At the signal, you need to jump up, run around both chairs, making two full circles around them, then sit on your chair, bend over and pull out the rope. Whoever grabs the rope faster will win. Everyone should run to the right. You should not touch chairs while running.
First we need to do a rehearsal. To prevent the players from making a mistake and grabbing the rope ahead of time, the teacher counts the revolutions out loud: “One, two!” After counting “Two,” you can sit on a chair and try to pull the rope.

"Traffic light"
Mugs (diameter 10 cm) are made in red, green and yellow color, which are attached to sticks. Children stand in a line and perform exercises according to the leader’s signals: when the signal is red they crouch, when the signal is yellow they stand up, when the signal is green they march in place.
While moving in a column one by one around the site, the exercises change: red - everyone stands still, yellow - they move forward in a squat, green - they jump on their toes.
For each mistake, players are awarded penalty points. The one who scores fewer penalty points wins.

"Third wheel"
The players are distributed in pairs and, holding hands, walk in a circle. The distance between pairs is at least four steps. Two players designated by the teacher run in any direction (they are allowed to cross the circle). One of them, running away, can attach itself to any pair. To do this, he must run up to her from the right or left and take the last one by the hand. The player who turns out to be the third wheel (on the other side) runs away from the driver. The rules provide for a change of driver if he insults the runner.

"Salochki"
The driver is selected. He catches up with the others. Having touched another child, he “salts” him, and now he becomes water.

"Catch-up"
A circle (oval) is drawn. Everyone stands along its border at an equal distance from each other. At a signal, they begin to run in one direction, catching up with the person running in front. If someone is caught up, he leaves the race. The winner is the one who remains in the distance last.

"Breaking Chains"
Children are divided into two teams consisting of an equal number of people. The teams join hands and stand opposite each other at a distance of 10 m. After consulting, one of the teams calls someone from the other team. He runs, trying to break the opposing team's chain. If he succeeds, he takes one of those whose hands have become unclasped to his team. If not, he joins another team. The team that completely “captures” the enemy wins.

"The Dragon"
Children join hands or become a train behind each other (putting their hands on each other's shoulders or waists). Standing in front is the head of a dragon. The last in the line is the dragon's tail. Now the dragon's head must catch its tail, while the dragon itself must not “fall apart.” Everyone should visit the place of the head and tail. Children can fall, so the game should not be played on a hard surface (especially asphalt); grass or sand is best.

"The Hen and the Kite"
The driver is selected - this is the “kite”. Everyone else becomes a train. The one standing in front is the “hen”, the rest are her “chickens”. “Kite” is trying to catch the last “chicken”, but the “hen” and the other “chickens” do not allow him to do this.

"Changers"
A circle is drawn from circles (houses). The number of houses is one less than the number of children. The driver is in the center of a large circle. Everyone else is sitting in the houses. At the signal, all children must exchange houses, and the driver at this time tries to have time to occupy someone else’s house. Left without a home, he becomes a driver.
The game can also be played at home. Then chairs become houses.

"Cuckoo"
Circles-nests are drawn in a line (or chairs are placed). The number of nests is one less than the number of children. The driver is selected - “cuckoo”. At the signal “Day,” everyone flies out of their nests. At the signal “Night”, they take empty seats. Anyone who does not have enough space becomes a “cuckoo”.

"Traps"
Two people join hands and begin to catch the others, trying to catch someone in a circle (clasping the other two hands). All those caught stand between the drivers and help them catch the others, forming a “snake”.
If there is at least a year difference between preschoolers, this gives them a significant physical advantage. Therefore, come up with additional rules to “balance the forces of opponents.” For example, in catch-up games, faster children need to catch up with the kids twice for them to leave the circle. The same applies to adult participants in the game: you should not openly give in to your child (especially if he is already 6 years old), it is better to complicate the task for yourself. The game must be fair.

"Tag"
Two lines are drawn at a distance of 6 m from one another. Two drivers are selected. Children must run from one line to another, and the drivers salute them at this time. Those who are insulted leave the game. The most elusive one wins.

"Rainbow"
Two lines are drawn. The driver is chosen - rainbow. He stands between these lines. Everyone else is on one of them. Rainbow turns away from the children and names a color and turns around. If this color is in the child’s clothes, then he can easily walk to the other side. If not

He must run without the rainbow touching him.

"Above the Legs"
The driver is trying to insult someone, but the rest have salvation - to rise from the ground onto some object. One condition is that only three people can escape on a hill. If someone “raises his legs” fourth, he becomes the driver. If someone is hit when his feet touch the ground, he becomes a driver.

"Cat and Mouse"

Two “mice” and “cat” are selected. The rest stand in a circle, holding hands. The “mice” are inside the circle and can run out if someone from the circle raises their hands. "Cat" can also get into the circle. The “cat” has “cheese” (this can be represented by various toys scattered around). The “mice” must deceive the “cat” by emerging from the circle and stealing a “piece of cheese” from it (you can take one toy at a time). The game ends if the “mice” stole all the “cheese” or the “cat” caught both “mice”.

"School of Jump Rope"
Using a counting rhyme, it is determined in what order the children will play. The player completes the first level task. If he completed it correctly, then he moves to the second level. If you make a mistake, you pass the move to someone else. After an error, there is no need to repeat tasks from previous classes: this is too tedious for preschoolers. The first one to complete all 10 levels wins.
1st level. Jump over the rope 10 times, rotating it forward.
2nd level. Jump over the rope 10 times on both legs at the same time, rotating it forward.
3rd level. Jump over the rope 10 times on both legs at the same time, rotating it backwards.
Level 4: Jump rope 10 times on your right leg, rotating it forward.
Level 5. Jump over the rope 10 times on your left leg, rotating it forward.
6th level. Jump over the rope 10 times on your right leg, rotating it backwards.
Level 7. Jump over the rope 10 times on your left leg, rotating it forward.
Level 8. Jump over the rope 10 times, rotating it with a cross (“figure eight”).
Level 9. Jump over the rope 10 times, crossing your legs, rotating it forward.
Level 10. Jump over the rope 10 times, crossing your legs, rotating it backwards.

"Hopscotch"
The field of classics is being drawn. The cells are numbered from one to 10. Next to the 10th cell, the “Fire” field is drawn. A pebble is thrown so that it hits the first cell. Then, jumping on one leg, you need to push the pebble from cell to cell in order. An error is considered to be if a pebble hits the wrong square (in order), as well as if the jumper stumbles or jumps onto the line.
If the piece is passed correctly, the player moves to the next class. Now he throws a pebble into the second cell and starts passing from there. At the end of all 10 levels, an exam is taken: you need to jump through the figure with your eyes closed. If a player makes a mistake, he gives way to another player, and on the next move he starts the game from the beginning of the class. If a pebble lands on the “Fire” cell, the game starts from the very beginning (1st class). You can throw a pebble by hand.
Of course, these rules are for “school” classics. It is enough to teach a preschooler to jump accurately on the squares, first on both legs, then on one. Using a stopwatch, you can measure who completes the classics faster.

"Fishing rod"
Everyone stands in a circle at an equal distance from each other. The driver is in the center. He takes the rope (fishing rod) and begins to rotate it. The rest must jump over it. Whoever the fisherman catches either becomes the driver or leaves the game.

"Knocked out"
A field is drawn: a rectangle 6 by 4 m. Two drivers are chosen. They stand at the edges of the court and throw the ball to each other, trying to hit the others. The rest are running around the site. You are not allowed to leave the site. If a child is knocked out, he either completes the task (for example, doing 3 push-ups) and returns to the game, or switches places with the one who knocked him out.

"Doggies"
Select several drivers: two or three. They are "dogs". The rest throw the ball to each other so that the “dogs” do not catch it. If the “dog” catches the ball, then it changes place with the one who threw the ball.

"Stander"
A circle is drawn. Everyone stands in a circle. Someone says: “Stander, stander, stander - not well-mannered child. And a well-mannered child is Lena,” and throws the ball. Everyone runs in different directions, and Lena catches the ball. As soon as she caught it, she says: “Stander!” - and everyone freezes in place. Now she needs to throw the ball at someone. If she misses, then while she catches the ball again, everyone runs in a circle. When she catches the ball, she again chooses who to throw the ball at. If it hits, then this person catches the ball, becoming the driver. The game continues until everyone except the stander is in a circle. The game starts again.

"Hot potato"
The ball is quickly thrown to each other. You can't hold the ball in your hands for long because it's a hot potato. You need to try to keep the ball in play for as long as possible.

"Chibi-chibi-chibi-top"
A circle is drawn - a house. The driver is standing there. He counts to 10. At this time everyone runs away in different directions. When the count is over, the driver says: “Chibi-chibi-chibi-top, period, comma, stop!” Everyone stops in their places. The driver chooses someone and orders steps to get to him: “There are 10 giant and 5 ant steps to you” (description of the steps is below). The driver takes the ordered steps and tries to knock the person out with the ball from this distance. If he succeeds, this person becomes the driver, and the game continues. If not, the driver catches the ball, and the rest run in a circle. When the driver catches the ball, he again says: “Chibi-chibi-chibi-top, period, comma, stop!” and again orders steps to someone else. If everyone has reached the circle and the driver has not knocked anyone out, the game starts over.

Steps:
Human is a normal step.
Giant - wide step.
Kangaroo step is a jump on two legs.
Lilliputian - a step the length of a person’s foot (the heel is pressed to the toe).
Camel - you spit: where you spit, that’s where you stand.
Ant - step of half a foot.
One-legged step - jumping on one leg.
Step-skirt - with a 360° rotation.
The frog step is a squatting jump.
Goose - squatting step.
You can think of other steps.

"Ball School"
Using a counting rhyme, it is determined in what order the children will play. The player completes the first level task. If he completed it without error, then he moves to the second level. If you make a mistake, you pass the move to someone else. After an error, there is no need to repeat tasks from previous levels: it is too tedious for preschoolers. The first one to complete all 10 levels wins.
1st level. Hit the ball against the wall 10 times and catch it with one bounce.
2nd level. Hit the ball against the wall 10 times, throwing it from behind your head, and catch it with one bounce.
3rd level. Hit the ball against the wall 10 times and volley it.
4th level. Hit the ball against the wall 10 times, throwing it from behind your head, and catch it with a volley.
Level 5. Hit the ball against the wall 10 times and catch it with one bounce, having time to clap your hands.
Level 6. Hit the ball against the wall 10 times and catch it from the summer, having time to clap your hands.
Level 7. Hit the ball against the wall 10 times, throwing it with one hand, and catch it on the rebound.
Level 8. Hit the ball against the wall 10 times, throwing it with the other hand, and catch the ball on the fly.
Level 9. Hit the ball against the wall 10 times and catch it on one bounce, having time to turn 360°.
Level 10. Hit the ball against the wall 10 times and catch it on one bounce, having time to turn 360° and clap your hands.

The second version of the game (can be played with a tennis ball).
1st level. Toss and catch the ball 10 times with both hands.
2nd level. Toss and catch the ball 10 times with both hands, having time to clap.
3rd level. Toss and catch the ball 10 times with both hands, having time to turn 360°.
4th level. Hit the ball on the ground 10 times and catch it.
Level 5. Hit the ball on the ground 10 times and catch it, having time to make a clap.
Level 6. Hit the ball on the ground with both hands 10 times.
Level 7. Hit the ball on the ground with your right hand 10 times.
Level 8. Hit the ball on the ground 10 times with your left hand.
Level 9. Toss the ball 10 times and catch it with your right hand.
Level 10. Toss the ball 10 times and catch it with your left hand.
You can come up with such schools yourself and not only for the ball, but also for tennis, badminton, and hoop.

"Birds in Nests"
As many children can be involved in this outdoor game as the area of ​​the game allows.
So, the children sit on chairs placed in the corners of the room. These are the “nests”. At a signal from an adult, all the “birds” fly to the middle of the room, scatter in different directions, crouch down, “looking for food,” and fly again, flapping their arms and wings. At the signal “Birds, go to their nests!” the kids should return to their seats. It is important that children act on a signal, fly away from the “nest” as far as possible and return only to their “nest”.
This active game for preschoolers can also be played outside. Then the “nest” will be a circle drawn on the ground, in which the child must squat.

"Mice and Cat"
Children sit on benches or chairs. These are “mice in holes.” On the opposite side of the room or area sits a “cat”, whose role is played by an adult. The “cat” falls asleep (closes his eyes), and the “mice” scatter throughout the room. But then the “cat” wakes up, stretches, meows and begins to catch “mice”. The “mice” quickly run away and hide in holes (take their places). The cat takes the caught mice home.

"Train"
Children stand in a column one at a time, without holding each other. The first child is a locomotive, the rest are carriages. The adult blows the whistle, and the “train” begins to move forward, first slowly, then faster, faster, and finally the children start running. After the adult says, “The train is approaching the station,” children should gradually slow down and then stop. Then the children are invited to go out for a walk, pick flowers and berries in an imaginary clearing. And at the signal to form a convoy again, the train begins to move.
During the game, children can demonstrate the colors of the traffic light - to do this, just cut out colored circles and flags and adjust the movements of the train according to the color of the traffic light.

"The Fisherman and the Fishes"
A large circle is drawn on the floor or platform. One of the players - the “fisherman” - is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.” At the last word, the “fisherman” jumps up, runs out of the circle and begins to chase the fish, which scatter all over the site. The caught “fish” itself becomes a “fisherman” and goes to the center of the circle.

"Catch me"
The child is sitting on a chair at one end of the room, and you invite him to catch up with you and run to the opposite end of the room. When the baby runs up to you, stop and say: “Run, run, I’ll catch up!” The little one runs back to his place.
Remember that during this active game for preschoolers you should not run away from the child too quickly, because he is interested in catching up with you! Also try not to catch your baby too quickly, so that he does not fall, get scared and lose interest in the game.

"Do not be late"
An adult places multi-colored cubes or other toys on the floor in a circle. These are chips. The children each stand at their own toy. At a signal from an adult, they scatter throughout the room, and at the command “Don’t be late!” run back to the chips.
Everyone is in a hurry, and no one should be late. Initially, during this outdoor game, preschoolers can run up to any free cube, but gradually they get used to taking their place. When repeating the game, you can invite the kids to run “like horses,” raising their knees high, or “like mice” - quietly, on their toes.

"Find the object"
To conduct this active game for preschoolers, you need to place small objects throughout the room in various places. These can be cubes, small cars, rings from a pyramid. The task for the child is to find all the toys as quickly as possible.

"Blind Man's Bluff"
The venue for the game is a spacious room or clean yard. One of the participants - the driver - is blindfolded (or put on a bright cap or cap, pulled down so as to close his eyes), after which he, carefully moving around the room by touch, must catch one of the other players.
When playing this game for preschoolers, the driver can also be an adult. In this case, his goal is not even to catch, but to amuse the kids.

"Bubble"
One of the players blows soap bubbles, and the rest of the children must catch them and “burst”. Of course, an adult who organizes outdoor games for preschoolers can also blow soap bubbles. This is especially true when very young children take part in the game.
Alternatively, each participant should be given plastic straws and the bubble solution should be poured into a small bowl. Children learn to blow bubbles, see who does it better, and see whose bubble flew longer and did not burst.


Card index of role-playing games


For the preparatory group


Game "Guests"

Target. Consolidating cultural skills, imparting to the children some knowledge of housekeeping (cleaning the room, setting the table).

Game material. Doll dishes, imaginary treats, substitute objects; tables with tablecloths, tea sets, vases, tea, pies.

Preparing for the game. Ethical conversations: “We are waiting for guests” and “We are going to visit.” Learning the song “Guests have come to us.” Making a game plan.

Game roles. Hosts and guests.

Progress of the game. The teacher can play the game in different ways. The guys can play in their group in an imaginary situation, or they can invite guests from another group.

Preparation To The teacher begins the game with a conversation in which he says that the rules of the game require that the hosts be polite towards the guests, attentive, use polite words: “be kind”, “please”, “thank you”, “eat to your health” and, etc.

After this, all game actions unfold around preparing to receive guests and caring for them. The teacher informs the children that before the guests arrive, the owners must clean the apartment, decorate it with flowers, set the table, and arrange the cutlery correctly. Then the adult invites the children to agree on how they will greet the guests and what they will do.

The teacher can also teach the children a verse of the famous clapping song:

Guests came to us

Dear ones have come,

It was not in vain that we cooked jelly,

Pies were baked.

And cabbage pie,

And a pie with potatoes.

And the one without filling -

The most delicious pie!

Then the teacher invites the children to independently draw up a game plan, what, how and why will happen in it. He can give some ideas for more interesting plot development, but the main content must be thought up by the guys themselves.

One of the game options could be as follows. When the “guests” arrived, the “hosts” seated them correctly and offered them the most comfortable seats. During tea drinking, guests are occupied interesting conversation, they are warmly treated to: “Please eat,” “Try this pie,” “Would you like some more tea or juice?”

After tea, the “hosts,” with the help of the teacher, entertain the guests with collective songs, riddles, moving or word games. The “owners” discuss and prepare all this in advance, distributing who will provide what entertainment.

At the end of the game, the teacher needs to collectively discuss all the mistakes made by the hosts or guests.

Game "Birthday"

Target. Cultivating sensitivity and attention. Strengthening cultural skills.

Game material. Toy dishes, plasticine, pieces of fabric, threads, colored paper, natural material.

Preparing for the game. Conversation about organizing a birthday party. Learning poems, inventing games, attractions. Making a game plan.

Game roles. Birthday boy, mom, dad, grandma, grandpa, teacher, brothers, sisters, guests.

Progress of the game. The teacher invites the children to create a game plan on their own. After listening to the children's suggestions, the teacher can give the children the idea of ​​​​combining three games at once: for family, school and birthday. Roles are assigned, the guys are divided into groups.

For example, children playing family can act out an episode of the morning: everyone gets up, washes, does exercises, has breakfast, then the student children go to school, and the younger ones stay at home. They help older family members prepare for their birthday.

Schoolchildren and guests (comrades of the birthday boy) somewhere nearby in a group can play school. Some are chosen to be teachers, the rest are students. Thus, while at home they are preparing for the birthday, older brothers and sisters, the birthday boy and his comrades are studying at school.

When everything is ready at home, the birthday boy and guests are called. All other games are curtailed, the guys begin to play on his birthday: the birthday boy is warmly congratulated by relatives and friends, they give him gifts, surround him with attention, treat him, offering him all the best. Family members and the birthday boy himself make sure that the guests have fun and well. They agree in advance who will entertain the guests and how, come up with games, attractions, read poetry, ask riddles, etc.

When the birthday party ends, guests are politely seen off and helped to get dressed. Family members go to bed.

At the end of the game, participants share their impressions of the game, discuss interesting moments and mistakes made in the game.

Game "Password"

Target. Accustoming children to fulfill the requirements of a teacher, nanny, nurse. Reinforcing the rules of conduct in in public places.

Game material. Red cap and armband, handkerchiefs, chia clothes; posters, tickets, etc.

Preparing for the game. Conversation about requirements kindergarten presented to the child. Ethical conversations on the topic “We are going to the theater.” Preparing attributes for playing theater.

Game roles. The sentry, the students, the cashier, the usher, the spectators, the artists.

Progress of the game. The game can be played in several ways.

1st option. Before the game starts, the teacher conducts a conversation about the requirements that children in kindergarten must learn: each child must have a handkerchief, he must be clean and neatly dressed, his hands and face must be clean, his hair must be combed, etc.

After this, the teacher appoints a sentry and gives him a red cap and armband. The guard stands at the door of the group and lets the children into the room one by one. At the same time, he says to the incoming child: “Password!” The teacher can change passwords every two to four days. They depend on what requirements children need to learn. For example, if the teacher insists that all children bring handkerchiefs with them, the password is considered to be presenting the handkerchief to the sentry. If it is necessary that all the guys do not forget to comb their hair, the password is neatly combed hair. The password can be clean clothes, as well as trimmed nails.

Guys who have not fulfilled the conditions of today's password are the last to enter the group. At the end of the week, the teacher informs the children which of the children fulfilled the conditions of the game and which did not.

This game can be played in cases where it is necessary to achieve the fulfillment of some requirement, and last no more than two to three weeks (often with breaks). At the same time, the teacher needs to constantly change the password.

2nd option. Theater of polite guys.

The teacher conducts a conversation about the rules of conduct in public places and says: “Soon we will play V theater, but this game is not easy, you need to know polite words and be able to use them.”

After this, the teacher helps the children in organizing the theater, preparing posters, tickets, learning poems, dramatizations.

When everything is ready for the game, the teacher informs that in the theater the price for a ticket is polite words. If a preschooler approaches the cashier and says: “Please give me a ticket,” he will receive it. If he forgot the polite word “please”, he will be sent to think, to remember what to say in order to get a ticket. If a child says: “Hello. Please give me a ticket,” and having received the ticket, he will answer: “Thank you,” and he will sit in the front row. The game begins.

At the Polite October Theater, poems and dramatizations are performed that teach children the rules of cultural behavior. The theater's "ticketeers" vigilantly ensure that all spectators strictly follow the rules: they give way to each other, let girls go ahead, walk between the rows, turning to face those sitting, do not talk during the performance, etc.

When you play the game later, you can change the plot, for example, play “Cinema of Polite Guys” or “Excursion to the Museum,” etc.

Game "Wizards"

Target. Fostering in children sensitivity, the desire to show care and attention to others.

Game material. Pencils, paper, cardboard, plasticine, etc.

Preparation to the game. Reading fairy tales. Ethical conversation "Good Wizards". Making gifts for kids. Preparing for the concert.

Game roles. Wizards.

Movegames. Before the game starts, the teacher conducts an ethical conversation “Good Wizards”, based on fairy tale plots, in which he makes children think that good wizards in fairy tales always help good people. To further the conversation, the teacher asks the following questions: “What kind of person could we call a good wizard, not in a fairy tale, but in reality? (Kind, sympathetic, who always tries to help other people). What do you think, could you try to always act like good wizards? For example, one of you forgot to bring markers from home and is very upset, and good wizards come to his aid and offer “Take mine.” How about we become good wizards for kids? What could we do for them?

do? (Children suggest making toys from plasticine; making a snow woman, making doll figures out of cardboard, etc.). Then the teacher summarizes the conversation: “So, in order to play good wizards, you really must, first of all, become kind - do only good and pleasant things.”

After this, the teacher introduces the rules of good wizards: “Talk warmly and kindly to people,” “Learn to share everything with others,” “Make joyful surprises for the kids, your friends, and your parents.”

Then the teacher suggests: “Let’s play good wizards from today. Do you agree? Now each of us is a good wizard” and gives the task to each child to think about what he would like to do good for the children junior group.

The next day, the teacher returns to the game about wizards and asks the children to report their ideas and plans. Children, for example, can offer to make an album “Our Kindergarten” for the kids, or sculpt a snow woman, or fill a slide, or make a small fairy-tale city out of plasticine, or make Christmas tree decorations, etc.

The teacher divides the children into groups and invites each to make their own surprise. After all the gifts are ready, the teacher and the children release “lightning” (here, drawings are hung on a large sheet of paper, depicting the deeds of good wizards).

One day the kids are given kind “gifts”. On the same day, the children of the preparatory group organize a concert for them: they read poetry, sing songs, and act out skits about kind and friendly children.

Game "Street"

Target. Teaching children to implement and develop the plot of the game. Fixing the names of cars, rules of conduct on the street and in public transport.

Game material. Cardboard houses, signs, figures of people, toy cars, traffic lights, steering wheels.

Preparing for the game. Thematic walks - excursions along the street. Conversations using illustrative material. Making game attributes together with the teacher. Watching films and fragments on the topic “Street”.

Game roles. Pedestrians, drivers, policeman, janitor, etc.

Movegames. A lot of preliminary work is done before the game. Preparing for the game begins with several walks along the street.

On the first walk, the teacher shows the children the street and draws the children’s attention to the fact that there are many houses on the street - new and old, very high and low, of different colors and sizes; You can also count the floors of several houses with your children. The teacher further explains that the houses on the street differ because people live in one, there is a theater in another, a studio or post office in the third, a store in the fourth, a photo studio or beauty salon in the fifth, etc.

After this walk, the teacher needs to consolidate everything they saw; this can be done by looking at pictures, postcards and drawings that depict a street with houses. Then, during the lesson, the teacher can ask the children to draw various houses located on the street; The teacher advises using building materials to build many different houses nearby and make a street; During construction classes, children are given patterns of houses of different sizes, made from paper of several colors. Under the guidance of the teacher, children must glue together houses from these patterns, stick doors and windows on them, or draw them. The teacher may advise sticking the windows in one or two rows on one house - this house will only have one or two floors; on the other they glue four or five rows of windows - this is a four- or five-story house, respectively. Then the teacher hands out signs to the children, which they paste over the doors of their houses: “School”, “Kindergarten”, “Atelier”, “Post Office”, “Library”, “Pharmacy”, “Beauty Salon”, “Hospital” (or “Policlinic” "), "Shop", "Bakery", "Photo Studio", "Cinema" (or "Theater"), "Circus". Each child must make one house during the lesson. This makes a whole street.

On the second walk, the teacher needs to show the children how many different cars there are on the street: some drive people, others carry ice cream, others carry milk, others remove snow or, if it happens in the summer, water the street, sweep. There are cars that transport sick people. After showing children city transport, you should tell them that these cars take people to work, home from work, to the circus, cinema, children to kindergarten or school, and also explain how to behave on a trolleybus, bus, tram, etc. etc. (do not shout, do not push, give way to the old and sick, etc.).

After the second walk, the teacher should talk with the children about transport, show images of cars on illustrative material different types: cars, trucks, dump trucks, for transporting milk, bread, cars that water and sweep the street, remove snow, buses, trolleybuses, trams, etc. In addition, with children you can look at drawings that depict the interior of a bus or trolleybus to give an idea of ​​what's going on inside. The teacher can accompany the display of such a picture with the following story: “The conductor gives a ticket, the girl gives way to her grandmother: it is difficult for the grandmother to stand, she is old; a mother is sitting there with a baby in her arms, they gave her a seat: the baby is small, they will push him, and it’s hard for the mother to hold him in her arms; a disabled person must also give way to a seat; we need to help older people get off the bus or trolleybus.” After this, the teacher can present to the children a drawing with negative content: a boy is sitting on the bus, and an old woman is standing next to him, and ask the children whether the boy behaves correctly, whether he is well-mannered and why the children think that he is ill-mannered.

During the lesson, the teacher invites the children to draw one of the cars that they saw on the street. At the end of the lesson, you should show the children all the drawings, naming the cars depicted on them and fixing the names. During free games for children, the teacher needs to collect all the cars that are available in the group. And turn some of them into specialized ones: make a cardboard body for one metal truck with the inscription “Products”, for another - a cardboard rolled into a tube and inscribed “Kvass”, glue a small red cross to a passenger car - they will transport the sick on it. Then the teacher can advise the children to build several houses (streets) from building material and play with them and cars: there is a guard on duty near the hospital “ Ambulance", a truck carries vegetables and fruits molded from plasticine to the store, bread, bagels, cookies, rolls are brought to the grocery store in a special car from the bakery, and a minibus drives along the street.

On the third walk down the street, the teacher should tell the children about pedestrians: there are a lot of people on the street, they go to work, and from work, and to the zoo, and to the store, and to the hospital. Near the store you can show the children people who go there for shopping, near the cinema - those who are in a hurry to the next show, near the school - schoolchildren who go to study, etc. You also need to tell the children that there are a lot of people on the street, everyone They are in a hurry, so they need to walk along it so as not to disturb anyone. After this, the teacher tells the children some rules that must be followed on the street: you cannot run or play on the street, you must walk calmly, without pushing passers-by, only on the sidewalk, you cannot walk on the road - there are cars, buses, and trolleybuses there.

After such a walk in a group, the teacher and the children can look at pictures of pedestrians on the street. Looking at the people depicted, you need to talk about them: “Here are schoolchildren with briefcases, they are hurrying to school; Grandpa goes to the store, he has a large bag in his hands; Here is my aunt going to the trolleybus stop, she is in a hurry to get to work; Here the mother is walking with the baby, showing him the street, houses, cars; here is a boy carrying a ball, he is going to the football field, he will play football with his friends,” etc. It is very good to show children a picture that shows how the guys are helping an old woman carry a heavy bag or carrying her across the road. You can also show a drawing of a boy picking up a piece of paper from the sidewalk and throwing it into a trash can.

During a modeling lesson, the teacher should invite each child to model from plasticine one of the people they saw on the street. We need to remind children: “You can sculpt a girl with a briefcase, a father and mother, an aunt with a bag, or a policeman.” After the lesson, the teacher and the children examine the products and give each of them a rating.

On the fourth walk, the teacher shows the children how pedestrians cross the street, stop at the intersection at the traffic light, and wait for it to light up. green light how they look first to the left, and when they reach the middle of the road, to the right. Then the children need to explain that they cannot cross the street, but must cross it calmly. Also, on the street, children should be shown a policeman and told why he keeps order: so that everyone walks calmly, does not run on the pavement, crosses the street only on pedestrian paths when the light is green, and when the light is red, they stand, do not play on the road, do not litter papers. They threw them not on the sidewalk, but into trash cans. The teacher can continue his story by saying that the street should always be clean, “that’s why street cleaners clean the street, sweep it, water it, and in winter they clear the sidewalks of snow. The road is cleared by cars, etc. After this, the teacher can take the children across the road in order to teach the children how to cross the street correctly.

After this walk-excursion, the adult needs to show the children an image of the intersection, look at the pedestrians crossing the street, ask the children what light they think the traffic light is now and why they think so. In the conversation, the teacher must consolidate the impressions and knowledge that the children received during the walk.

The teacher can also invite children to draw an intersection, a traffic light and cars or pedestrians at the intersection, then play an active game with them, distributing the roles of a policeman, drivers and pedestrians. A policeman stands at an intersection and, with the help of a teacher, directs the movement of cars and pedestrians.

Subsequently, after four walks, the teacher can have a conversation with the children about a large picture that depicts different houses, pedestrians, moving vehicles, and an intersection with a policeman, a traffic light, and people crossing the street. It is also good to show children films or fragments on the topic “On the Street”.

To play “street”, in addition to houses glued together by children and figurines sculpted from plasticine, the teacher, together with the children, must prepare other attributes: cardboard figures of pedestrians, trash cans, a traffic light (on one side there will be a red light, on the other - green, from time to time) time, traffic lights need to be turned), toy trams, trolleybuses, buses, etc.

After preparation and preliminary work for the game, the teacher tells the children that they will play “street”, but for this they first need to build it. The teacher distributes houses, he invites the children to make a smooth, beautiful street, and advises (if the children have difficulties) how best to place houses on it. When everything is ready, the teacher says that the street is never empty: people walk along the sidewalks, and cars drive along the pavement. He invites the children to make sidewalks and people on the street. The teacher talks about the “life” of the street and invites the children to perform certain actions during the story: “The janitor is the first to come onto the street. He checks to see if the sidewalk is clean, if anyone has littered it, and sweeps the sidewalk. Sveta, help the janitor sweep this sidewalk, and you, Roma, help clean the other sidewalk. (Children take janitor figures and sweep the street.) Well done, now both sidewalks are clean. Cars arrive and they clean the roadway - first one sweeps, and then another waters, so that the road is also clean. Zhenya, you are the driver. Sweep the road with your car. Alyosha is also a driver. He will now pour water on the road. (The guys move the cars and clear the road.). Now the street is clean. Morning. Drivers are driving cars, there are a lot of cars on the streets. (Children take cars out onto the street.) Here are the children going to kindergarten. Let's help them get there quickly. (The figures of the children go to the kindergarten, and they are placed behind the building, as if they had entered inside.) A lot of people appear on the street: they go to the store, to the doctor, to work. (The guys play with the figures - they move them along the street, pedestrians enter houses, etc.). During the game, the teacher should not show the children game actions. His task is to unite all children’s play actions with a common plan and help them realize it and develop the plot of the game.

The form of the game in the form of a teacher’s story, illustrated by the children’s play actions, helps children fully master both the concept and content of the game. This form of play serves as a good preparation for role-playing on this topic; in it, the child learns to isolate and differentiate individual role-playing actions, and demonstrates independence in playing the role.

After such preparation, the teacher encourages the children to take on certain roles (driver, janitor, policeman, teacher, store salesperson, etc.), in accordance with which they will act during the game.

Game "In the Forest"

Target. Fixing the names of various types of plants, seeds, mushrooms. Fostering interest and love for nature.

Game material. Collections of flowers, leaves, seeds, mushrooms. Drawings of tree trunks. Costumes for children. Cardboard key. Treat.

Preparing for the game. Excursion to the forest. Making costumes for the game together with parents. Learning forest dances. Exhibition of collections of seeds, leaves, flowers, mushrooms. Preparing games and attractions for the forest carnival.

Game roles: Owners of forest edges, guests of the forest.

Progress of the game. Before the start of the game, the teacher, together with the parents, conducts an excursion to the forest or to the nearest park, introduces them to the names of plants and trees, draws attention to the inhabitants of the forest: insects, birds, etc. The children listen to the voices of birds. In a forest clearing you can read stories about nature to them.

After this, the teacher, together with the children, begins preparing for the upcoming game. Children, together with their parents, make costumes for the forest carnival, learn the dances “Chamomile”, “Boletus Mushroom”, “Slender”

birch trees." The teacher pre-distributes the roles: he selects several people to play the roles of owners of forest edges, the rest are guests of the forest. The owners of forest edges, under the guidance of a teacher, select materials for games with guests.

A day or two before the start of the game, the teacher can hold an exhibition of collections of seeds, leaves, flowers, and mushrooms. This will help children recognize forest plants.

On the day of the game, the teacher, together with the parents, decorates the group room: they make game points: Flower Glade, Old Oak, Seed, Leaf and Mushroom. At the Flower Glade, a collection of wildflowers is laid out on the table, at the Old Oak - drawings depicting the trunks of various trees, at the Seed - seeds of trees and shrubs, at the Leaf - a collection of leaves, at the Mushroom - a collection of mushrooms.

At each play point there are its owners - two or three children in costumes depicting flowers, mushrooms, leaves, etc. They are in charge of the collections.

After this, all guests of the forest are invited to the group room. The teacher says: “Guys, today you will need to find the Key to the Forest. The one who finds the Key will never get lost in the forest; he will understand both the conversation of birds and the tracks of animals on the ground. But finding the Key is not easy. To do this, you need to complete all the tasks that await you in the forest. First you need to visit the Flower Glade, then go to the Old Oak Tree, then find the Seed, the Leaf, and finally visit the owner of the mushrooms. If you answer the questions that the owners of the forest ask you, you will receive a magic Key. Whichever of you is the first to find the Key and bring it to the Forest Glade will receive the right to open a fun forest carnival.”

After this, the guys approach the place where the Flower Meadow is located. Her owners show the children a collection of flowers (5-6). Children name the flowers one by one and move to the place where the Old Oak is located. There, the owners show a collection of drawings depicting various tree trunks and offer to name the trees whose trunks they are (5-6). After this, the children move on to the game point - Seed, where the children are asked to carefully examine the collection of seeds and name which plants they come from. Then the children have to pass another test - they move to the Leaf, where the owners offer the children a collection of leaves, the children need to guess which trees they come from. Next, the children visit the owner of the mushrooms, where they guess the names of the mushrooms. Whichever child is the first to complete all the tasks and answer the questions correctly receives the Key and has the right to start the forest parade.

The teacher gives a signal to prepare for the carnival. The forest carnival begins with a general parade, then the children show prepared dances of the forest inhabitants, perform poems and songs about the forest, about birds, and ask riddles. The carnival ends with a tea party in Lesnaya Polyana with the gifts of the forest - berries, pie with jam.

Game "River Journey"

Target. Teaching children to implement and develop the plot of the story. Formation of ideas about types of river transport, about the importance of the work of adults - river port workers for cities and villages of the country.

Game material. Construction material, plasticine, cardboard and other materials; attributes for the game: vests, captain's cap, steering wheel.

Preparing for the game. Excursion to the port. Conversation about the port using illustrative material. Reading excerpts from F. Lev’s book “We are sailing on a self-propelled gun.” Construction of berths and ships from building materials. Drawing of various ships. Making a map diagram of the river. Modeling gifts to send to other cities. Preparation of an exhibition of drawings. Examination of the painting “Sea Lord”. Making game attributes together with the teacher. Watching films and fragments on the theme “At the Port”.

Game roles. Captain, sailors, loaders, passengers, city residents, plant director, workers.

Progress of the game. IN preparatory group In kindergarten, the content of the “journey” game is further developed. As in senior group, the teacher can conduct an excursion to the port, thereby clarifying and consolidating children’s existing ideas about the species river transport, about the structure of ships, etc.

After the excursion, the teacher tells the children that ships bring ore, timber, and crushed stone to the city. From ore, for example, metal is smelted at metallurgical plants, from which machine tools, cars, and dishes are made. All these products are sent to cities, villages, towns of our country. The teacher says in a conversation: “We really need such ships. Without them, the factories of our city would not be able to operate. Imagine, for example, that no wood or sand was brought to our city. But metal and bread were not transported from our port to other cities. What would happen then? After listening to the children’s opinions, the teacher summarizes the children’s statements: “That’s right, we need a port. The cities and villages of our country help each other. From our port, like from many ports in the country, the necessary cargo is sent to cities and villages, where they are eagerly awaited.”

In preparation for the game “River Journey,” several forms of children's activities are combined: modeling, drawing, labor, role-playing and construction games. Some guys sculpt motor ships, barges, vegetables, or become passengers, rivermen, residents of imaginary cities; others build piers, river boats, etc. This gives children the opportunity to reorganize and join one or another group of players, based on their own interests.

The teacher tells the children that ships can sail up and down the river, and gradually the game travel routes become more and more complex, and the voyages themselves become more meaningful. Barges transport cars along the river to other cities, and bring watermelons and melons from others.

Further development of the game can happen like this. The teacher suggests looking at a map where a river is depicted, the children see that the river flows through various territories, along the river’s path there are cities and villages, the river even crosses the border of our country. Children can visualize travel routes. In accordance with the route, they can quickly outline a goal: bring cars to other cities and republics, take passengers to friends in different places of the country, etc.

For example, a teacher, without interfering with the game, can direct it in the next direction. The children jointly decide to send cars along the river to their friends from another city. The guys are divided into teams. The first group sculpts cars, the second builds a pier and self-propelled gun, the third (the crew of the ship and passengers) transports cars to another city, the fourth group (residents of another city) builds a pier and prepares a treat for friends.

Before loading the vehicles, the “captain” of the self-propelled gun calls the plant: “Comrade Director, where are the machines? The self-propelled gun is already ready to sail.”

One of the children supervises the loading. He commands: “Be careful, don’t damage the cars, they still have a long way to go.” The vehicles are carefully placed on the self-propelled gun using a crane. "Loaders" help install them. The “captain” gives the command to the “sailors”: “Full speed ahead!” Let's go on a trip along the river."

The self-propelled gun hits the road. Suddenly, along the way, she begins to sink - there is a hole in the hold. The “sailors” dive into the water and weld the bottom of the self-propelled gun. After this, one of them reports to the captain: “Everything is in order, not a single car is missing.” The arrival of a self-propelled gun in another city is a joyful event for the players. “Sailors” and “loaders” hand over cars to residents of another city. "Rivermen" dance a sailor's dance.

During subsequent implementation, the game can be expanded by connecting with other role-playing games: “Journey to Another City”, “Stop in the Forest”, etc.

Game “Travel with the characters of your favorite books”

Target. Instilling interest in books by children's writers. Developing the ability to take on the role of a fairy-tale hero.

Game material. Suits literary heroes, paper, pencils, paints, game attributes, chips, Christmas tree cones, candies, cookies.

Preparing for the game. Reading fairy tales by children's writers. Exhibition of drawings based on the works read. Dramatizations of fairy tale fragments. Watching cartoons based on the fairy tale.

Game roles. Parsley, Doctor Aibolit, Pinocchio, heroes of children's fairy tales.

Progress of the game. Before the start of the game, the teacher and the children read fairy tales by children's writers: L. N. Tolstoy “Buratino”, K. I. Chukovsky “Doctor Aibolit”, etc.

Then you can invite the children to make an exhibition of drawings based on the books they have read; each child should draw a fairy tale character they like. The drawings are posted in the group and discussed.

After this, the teacher divides the children into subgroups and gives the task to distribute roles and prepare a fragment from a fairy tale. To do this, the children, together with the teacher and parents, need to prepare costumes and attributes for the performance.

When everything is ready, the game can begin by decorating the group with drawings, homemade toys of fairy-tale characters, etc. The journey can be carried out in different ways.

1st option. The role of the leader is taken by the teacher. He invites children on a fun journey through their favorite books.

The journey begins with the teacher dressed as Petrushka announcing the performance of a puppet theater troupe. Behind the screen, the children show short scenes prepared in advance, taken from the works of their favorite children's writers. The rest of the children participating in the journey must correctly indicate where the passage was taken from and who the author is. Children who guess the fairy tale correctly receive chips.

After this, Doctor Aibolit appears in front of the children (the teacher puts on a different suit). He asks the guys questions about the fairy tales of K.I. Chukovsky. The guys also receive chips for correct answers.

Then Aibolit is replaced by Buratino, he hosts a quiz based on the works of S. Ya. Marshak. The most active children are rewarded with chips.

At the end of the game, the teacher invites the children to stage pre-prepared fragments from fairy tales.

At the end of the game, the teacher organizes a discussion and awards prizes to the children who received the most chips. Other children are also rewarded with candy.

The journey ends with a demonstration of a cartoon based on the work of one of the authors of children's books.

2nd option. The journey takes place in the rhythmic hall, at the “forest edge”. The children, together with the teacher, prepare a fairy-tale decoration in advance: a hut on chicken legs, a mansion, an “ice” hut for a fox and a “bast” hut for a hare. Multi-colored garlands are stretched between the trees; On sheets of paper they depict the heroes of your favorite stories, fairy tales and poems.

The role of the leader is taken by the teacher. He announces the beginning of a fabulous journey in a forest clearing. First, fairy-tale characters show several pre-prepared scenes from fairy tales.

After this, the teacher divides the children into subgroups. Each of the subgroups approaches different huts in turn, and the children answer questions from the heroes of fairy tales. According to the terms of the game, the answer can be collective. Travelers are given pine cones for correct answers, and in the forest buffet the bunny exchanges these pine cones for candies and cookies.

At the end, the teacher names the groups - the winners of the game. They are awarded diplomas signed by one of the heroes of children's fairy tales.

Game "Shop"

Target. Teaching children to implement and develop the plot of the game. Consolidating knowledge about the functioning of the store. Formation of cultural behavior skills in public places.

Game material. Poster “Shop”, counters, cash registers, paper, pencils, several toy scales, abacus, jars with a capacity of 0.5 l, 1 l, 2 l, plasticine, natural material, substitute items, clothing for sellers, bags, wallets.

Preparing for the game. Ethical conversation about the behavior of children in public places, including in a store. Excursion to the store. Conversation with the store administration. Construction of counters and cash registers. Making attributes for the game.

Game roles. Store director, salespeople, cashiers, customers, factory workers, drivers.

Progress of the game. The teacher informs that the children are going on an excursion to the store, after which he conducts an ethical conversation about the rules of conduct in the store and in public places. During the excursion, the children meet and talk with the store administration and make their own purchases.

Having returned to the group and discussed the excursion, the teacher organizes the work of several factories - sewing, toy, writing instruments, and

also a bakery. Children, under the guidance of a teacher, cut out paper and paint clothes for dolls, sew small notebooks, make toys and various crafts from plasticine and natural materials, bake bread, rolls, pastries, cakes, etc.

Before the game starts , after assigning roles and discussing the game plan, the teacher once again reminds how the buyer should talk to the seller, and the seller should talk to the buyer, and proposes one of the main conditions of the game: without the words “be kind”, “please”, “thank you” the goods are released will not. Then the game begins. The director announces the opening of a new store and greets customers warmly. After this, customers disperse into departments of the store: some buy clothes, others buy groceries, and others buy office supplies. There is brisk trade. All products have prices, but they are rounded to make it easier for preschoolers to count within the framework of the program material studied in kindergarten. It’s a good idea to introduce small scales into the game for weighing products (sand, small pebbles, other natural materials). It is advisable to sell milk so that children become familiar with containers - 0.5 l, 1 l, 2 l. After about half an hour, the teacher can invite the children to switch roles.

The “Shop” game can be combined with other games, such as “Family”, “Plant”, “Factory”, “Farm”, “Chauffeurs”, etc.

Game "Mail"

Target. Teaching children to implement and develop the plot of the story. Expanding and consolidating children’s knowledge about different forms of postal communication: mail, telegraph, telephone, radio. Cultivating a sensitive and attentive attitude towards comrades and loved ones.

Game material. Postal poster, counters, mailbox, postcards, envelopes, white and colored paper, pencils, money, wallets, children's magazines and newspapers.

Preparing for the game. Brief excursion to the post office gray hair with postal workers, observing their work. Reviewing and reading children's books: N. Grigorieva “You Dropped the Letter”, E. Mara “The Story of One Package”, A. Sheikin “News Comes Like This”, S. Ya. Marshak “Mail”. Screening of a film or cartoon on the topic “Mail”. Conversation on the painting “At the Post Office”. Together with the teacher, production of game attributes: writing paper, small envelopes, stamps, a mailbox for letters, bags, money, wallets, etc.

Game roles. Postal workers: sorter, postman, telegraph operator, operator for receiving parcels and parcels, postmaster, driver, visitors.

Progress of the game. The teacher can begin preliminary work on preparing for the game with a conversation about different forms of postal communication: mail, telegraph, telephone, radio, and consider illustrative material on this topic.

After some time, the teacher informs the children about the approach of some holiday and says that they definitely need to congratulate their relatives on this event: “Guys, during the walk we will go to the post office to buy envelopes, and in the evening we will write congratulations to moms and dads.”

During an excursion to the post office, the teacher introduces the children to the postal workers: the sorter, the postman, the telegraph operator, the operator for receiving parcels and parcels, the postmaster, the driver, and also draws the children’s attention to how paper, envelopes, postcards, and stamps are sold there , accept parcels; tells the children that the letter is placed in an envelope, on which a stamp is pasted, the address is written on the envelope and the letter is dropped into the mailbox. Then the letters are taken by car, train or plane far away, to another post office, and there the postman takes them, puts them in a large bag and carries them to the person to whom they are written. The teacher also explains that the postman brings newspapers, magazines, and letters to homes every day. You can also send a parcel - put things, toys, candies, etc. in a box.

After examining the mail and telling the teacher, the teacher encourages each child to buy an envelope and a stamp. With these purchases, the children return to kindergarten.

Upon returning to the group, the teacher hands out paper and colored pencils to the children and invites them to draw a beautiful picture for mom and dad. When the drawings are made, the teacher advises the children to write “Mom and Dad” under them and sign their name. Then the teacher gives each child the envelope he bought in the morning at the post office, asks him to carefully put his drawing in it, shows how to seal the envelope, how and where, and attach a stamp. After the children have completed the teacher’s task, he approaches each of them, writes the address of his parents on the envelope, while showing the child that he is writing the name of the street where he lives, the number of his house and apartment, and below - the address of the kindergarten and the name of the sending child. Then the teacher praises the children for their well-made drawings and says that mom and dad will be very happy to receive such a gift for the holiday and that tomorrow they and the children will go to send their letters.

The next day, during a walk, the teacher and the children approach the nearest mailbox and each of the children puts their letter into it.

In a group, the teacher can talk with the children about what they saw in the mail, look at the corresponding postcards, pictures, drawings with them and compose stories based on their content. For this purpose, you can take illustrations for “Mail” by S. Ya. Marshak or other drawings depicting a postman carrying correspondence, handing over a letter or newspaper, people putting letters in a mailbox, reading a letter, etc. With the guys you can also consider and read children's books: N. Grigoriev “You Dropped the Letter”, E. Mara “The Story of One Package”, A. Sheikin “The News Comes Like This”. Then the teacher should remind the children that everyone - both postal workers and its visitors - speak friendly to each other, using “magic” words.

Also, the teacher can find out at the post office at what hours letters are collected from the nearest mailbox and at what time the postman carries correspondence to neighboring houses; one day during a walk you can again go with the children to the mailbox and show them how the post office arrives. the car, how letters dropped into the mailbox are poured into a bag, and how the car moves on. During another walk, you can watch with your children how the postman goes to the neighboring houses, how full his bag is, how many newspapers, magazines and letters there are, and how “thinner” the bag he comes back with.

The next stage in preparing for a role-playing game could be an agreement between the teacher and the parents that the letters they receive from the children should be in a visible place when they come home (so that the child sees that the very letter that he himself put in mailbox, lies at his house, that mom and dad received it). Parents should also thank the child for such a gift so that he understands that he brought them joy with his letter and drawing. Parents should also send a letter to their child to the kindergarten address, thanking their son or daughter for the drawing, and enclose a postcard in the envelope. The envelope should have the name of the child to whom the letter is addressed.

Then the teacher needs to conduct a general conversation with the children about the picture (you can use illustrations for “Mail” by S. Ya. Marshak), show a film or cartoon on the topic “Mail.” The teacher needs to structure a conversation based on a picture or a film they watched in such a way that the children can reflect in it what they themselves learned when they were at the post office, what they observed during walks (how the postman delivers letters, how they take letters out of the mailbox).

Then, during the classes, the teacher, together with the children, needs to make all the attributes necessary for the game: cut the letter paper according to the pattern, cut and glue small envelopes, cut stamps from colored paper and carefully glue them in the upper right corner of the envelope, glue the mailbox for letters and hang it on wall in the group room, make a bag in which the postman will carry newspapers, magazines, letters and postcards, cut money for post office visitors, make wallets for them, etc.

For the game, the teacher can bring children's newspapers and magazines to the group, some of which will be sold at the post office, and the other part will be delivered home by postman.

After this, the teacher helps the children set up a post office, hang up a mailbox, advises them to carefully lay out envelopes, paper, stamps, postcards, newspapers, magazines for sale in separate piles, monitors how the children will distribute roles, and if they themselves fail helps them cope with this.

The teacher can offer children various plots for the game: congratulate each other on the holiday, buy a magazine at the post office and read it to your son; take the letters taken out of the mailbox by car to the post office, and then sort them and give them to the postman for delivery to the addressee; when the postman brings a letter, respond with a letter, etc. It is also necessary to remind the children that while playing, they need to be polite to each other (say hello to the postman, thank them for delivering letters, newspapers, magazines).

After the game has been mastered, the teacher can combine it with other games, for example, in a “family” game, the content of the game is preparation for the holiday: first they clean the apartment, while the children help the adults, then everyone writes congratulatory letters and postcards to their friends. Whoever finishes early goes to the post office, buys envelopes, signs them and puts them in the mailbox or in the “kindergarten” (children write letters to their parents).

Game "School"

Target. Teaching children to implement and develop the plot of the game. Acquaintance and accustoming preschoolers to the routine of school life.

Game material. Construction material, notebooks, textbooks, pens, pencils, bells, briefcases, pencil cases, cardboard.

Preparing for the game. A tour of the school, a conversation with school employees: teacher, director, janitor, cleaner, barmaid, observing their work. Reviewing and reading children's books on the topic “School”. Showing a film or cartoon about school life. Conversation on the painting “At the Lesson”. Together with the teacher, production of game attributes: briefcases, pencil cases, small notebooks, sketchbooks, small sticks, cardboard figures.

Game roles. Teacher, students, director, janitor, cleaning lady.

Progress of the game. The teacher can begin preparing for the game With conversations about how children will go to school in a year: “Whoever counts well, plays well, tells stories, and behaves well will go to school.

The teacher warns the children about the excursion to school several days in advance, so that they wait for it, so that they create a special, upbeat, even a little solemn mood: “Four days will pass, and we will go on an excursion to the school. You have to behave well. At school, we’ll see how well the kids sit in class, study, and how they relax after class during recess.”

The teacher agrees in advance at the school about the time of the excursion so that the children are waiting there and greeted warmly. It’s very good if schoolchildren prepare some crafts from paper and cardboard for the kids. You need to come to school during a lesson, and while all the students are in class, the teacher leads the children along the corridor, shows them how many classes there are in the school, tells them that children are studying in all of them, that now there is no one in the corridor because a lesson is going on, The guys are engaged: they write, read, tell stories, count. When the lesson ends, the bell rings and the kids leave the classrooms, there will be a break. The teacher also needs to show the children that the school is very clean, the students do not dirty the floors, walls, or litter. They wipe their feet when entering the school, wash the floor themselves, sweep, and clean. They are on duty in the locker room, classroom, and corridor. We need to show the children the buffet, the hall, the doctor’s office, the workshop and tell them about their purpose.

Then the children should be taken to the classroom and shown how the schoolchildren sit at their desks, how notebooks and books are neatly folded on the desk, and their briefcases hang on a hook, and shown in what order the children have their notebooks and textbooks - clean, intact, wrapped in covers. Children should see how students stand up, saying hello and goodbye, if adults enter or leave the class, how they raise their hand if they want to answer, how they stand up when answering the teacher.

When schoolchildren give their crafts to the kids, they must remember to thank them. After the bell rings, the teacher must explain to the preschoolers that the lesson is over and the schoolchildren will now go to rest in the corridor during recess, and the attendant will open the window, wipe the board and prepare the class for a new lesson. It is necessary to show how, in formation, calmly, without jostling, the children leave the classroom into the corridor, walk along the corridor, play, how, when the bell rings, they line up near their class and the attendant lets them into the classroom, how they stand up, greeting the incoming teacher. After this, the guests should thank the hosts, say goodbye and invite them to their kindergarten.

After the excursion, the teacher needs to look at postcards and pictures with the children that depict school life, explain to the children what is unclear, ask questions, and compose stories. Then you can invite the children to draw pictures on the topic “School”.

A day or two later, during a walk, the teacher can approach the school with the children and tell them that the school is new, beautiful, bright, it was built by many workers so that it would be convenient for the children to study, that the school must be taken care of. It is necessary to show the children how some children leave school, others go to classes (if there is a second shift).

During classes, the teacher, together with the children, needs to make a number of things needed for playing “school”: glue briefcases, pencil cases, make small notebooks, sketchbooks, paint small sticks, turning them into pens, and put them together with small pencils in pencil cases, and pencil cases - in briefcases, etc. The teacher should explain to the children and show the purpose of all school supplies so that the process of making play items is meaningful. The guys also prepare doll figures, cut them out of cardboard, and draw clothes.

When all the preparations for the game have been made, it is good for the teacher and the children to look at the picture, which depicts some episode from school life. You can show the children a film or cartoon about school.

At the beginning of the game, the teacher invites the children to build a school. You can give them a drawing with a sample for this, or you can rely on the children’s imagination. When the school is built, it is necessary to arrange a classroom and a corridor in it, then equip the classroom with desks and a table for the teacher, made of large building material or glued together from cardboard. Then the teacher hands out cardboard figures to the children and says: “You are fathers and mothers. These are your children. They need to go to school. You need to buy briefcases, notebooks, albums, pencils, plasticine, and a pencil case in the store; cut your daughter’s or son’s hair at the barbershop; go to the doctor. He will see if the children are healthy. If a daughter or son is sick, they need to be cured and then taken to school. Then dads and moms have to bring the children to school because the children don't know the way yet.

After this the game begins. Children go to the store for shopping, then to the hairdresser, to the clinic. When fathers and mothers bring their children to school, they are met there by a teacher (the first time a teacher takes on this role). The teacher greets the children, introduces herself to them and says that she will teach them. After this, he invites the parents to say goodbye to the children and takes the children to school, where he explains to them, showing the class, that they will learn to write, count, draw, sculpt here, then leads them into the corridor, hall, etc., telling them along the way, what and where they will do. In the classroom, the teacher seats the children at their desks, hangs their briefcases in place and begins the lesson. During recess, children leave the classroom, walk along the corridor, play, have breakfast in the buffet, etc.

Children play with cardboard dolls and watch what the teacher does as she plays with the toys. The game of “school” ends with the children being sent home, their parents meeting them, and preparing their homework with them.

During the subsequent game, the teacher invites the children to play on their own. The teacher closely monitors the game and, if necessary, provides advice or assistance in developing the concept and plot of the game.

Then the teacher can invite the children to play “school” without dolls. Children distribute playing roles - teacher, students, director, janitor, cleaner; they agree that all roles will be played in turn. Then they discuss what lessons they will have today. The game begins. The teacher conducts lessons, gives grades, students fulfill all his requirements; the director is present at the lesson, monitors its progress, the behavior of the students and makes notes in his notebook; The cleaning lady cleans the corridor, the janitor rings the bell. After all the lessons are completed according to the schedule, the roles change.

The teacher can advise the children on the following game plots: some children should take breakfast with them to school, others should have breakfast at the school buffet, remind all children not to be late for class, listen to the teacher, carefully cross the street on the way to school, arrange a holiday at school - decorate the classroom and prepare performances, invite kids from kindergarten (children from another group) to the holiday, etc.

After each game, the teacher conducts a discussion. If children make mistakes when playing roles, violate the internal rules of the game, for example, the teacher yells at the children, often punishes them, the director and the cleaning lady do not know what to do in the game roles, the teacher prompts the children to think about more correct and interesting role behavior. It is better if the teacher takes on the role of director. This will allow him to enrich the content of the game directly in an imaginary situation.

He will call the teacher into his office and advise him on how to behave with children, how to organize games and round dances with children during recess; will help you create a lesson schedule correctly; will invite subject teachers in physical education, rhythm, and singing (so that many children can take active roles).

Library game

Target. Teaching children to implement and develop the plot of the game. Creating interest in working in the library. Familiarization with the rules for using the book. Awakening children's interest and love for books, nurturing a caring attitude towards them.

Game material. Books, forms.

Preparing for the game. Excursion to the library followed by conversation. Examination of the painting “The Librarian” from the series of paintings “Who to be?” Reading the work of S. Zhupanin “I am a librarian.” Show a film or cartoon about the library. Opening of the “Book Workshop” for book repair. Making pockets in books and forms. Exhibition of drawings based on the works read.

Game roles. Librarian, readers.

Progress of the game. The teacher should begin preparing for the role-playing game with an excursion to the library. During the excursion, the teacher needs to show the children how many books there are, in what order they are kept: they stand neatly on the shelves, not torn, not wrinkled, all are glued, many are wrapped in clean paper so that the light cover does not get dirty. The teacher also needs to tell and show the children how to use the book: the book can only be picked up with clean hands, you cannot bend it, crumple it, bend the corners, slobber on your fingers when turning the pages, lean on it, throw it, etc. The teacher explains to the children that Each book should be read by many children. If first one child handles it carelessly, then another, then someone else, the book will quickly tear, and many children who also want to read it and look at the pictures in it will not be able to read it.

The teacher must show and tell the children what the librarian does: he issues books, writes the title in a personal form, accepts books, monitors their safety, etc. You also need to look around the reading room with the children and explain its purpose: thick books are allowed to be taken for readings at home, and magazines, newspapers and baby books can be read in the reading room.

To consolidate the knowledge and impressions gained on the excursion, the teacher can conduct a conversation with the children on the painting “The Librarian” from the series of paintings “Who to Be?”, as well as conversations on postcards, drawings depicting a library, a reading room, children reading, children receiving a book from librarian, etc.

In a group, the teacher can invite the children to open a “Book Workshop” for repairing books. The guys put all the existing books in order: they glue them, smooth out the wrinkled sheets, wrap the books and write titles on the wrappers. The teacher can also conduct a number of classes to teach children how to handle books culturally.

During visual arts classes, you can invite the children to make various bookmarks (for themselves and as a gift to their parents) and teach how to use them (bookmarks should be in all books that the children have not finished reading). After this, the teacher can invite the children to paste a small pocket into each book for a piece of paper with the name of this book and involve them in making card files with subscription cards for the game.

The next stage in preparing for the game could be an exhibition of children’s drawings based on the works they read.

After this, the teacher tells the children that the group can organize their own library. To do this, children must carefully place books on the shelf, and the attendants will monitor the order on the shelf very strictly every day.

When all the books in the group are put in order and placed on the shelf, the teacher, together with the children, can read the work of S. Zhupanin “I am a librarian”, look at the illustrations for “A Book about Books” by S. Ya. Marshak and talk about what is depicted: Is it good? is the boy drawn? Why do children think he is bad? Did he handle the books carefully? How should you handle them? etc. You can also show the children fragments of a film or a cartoon about books and the rules for using them.

To conduct the game for the first time, the teacher needs to bring several new books to the group that the children have not seen before. You can use baby books and homemade books.

The teacher tells the children that the library is opening, and everyone can sign up for the library. In the first game, the librarian becomes a spatula. The librarian creates a subscription for each reader, into which he puts a form from the book before giving it to the reader. When accepting a book from a reader, the librarian carefully checks to see if it is damaged, dirty or wrinkled. When talking with a reader, the librarian asks what he wants to read about and advises him to take this or that book. The library also has a reading room where they read children's magazines and look at pictures.

The librarian warns each reader not to crush the book when he goes home from the library by public transport, advise him to read this book to his daughter or son at home, and on the way home on the bus just look at the pictures, etc.

Next time, the child of the group takes on the role of librarian.

When playing the game later, the teacher can invite the children to combine the game with other plots (for example, with games of “family”, “travel”, “kindergarten”, “school”, etc.).

Game "Factory"

Target. Formation of labor skills, development of children's creative imagination. Formation of preschoolers’ ideas about what a plant (factory) is and what it produces. Raising in children a positive attitude towards ordinary everyday professions of working dynasties.

Game material. Passenger cars, trucks, cranes, flags for decorating buildings, railroads, safety glasses, pipes for manufacturing paper, cardboard, reels, protective gloves, passes, buckets, colored paper, natural materials, fabric, threads, needles.

Preparing for the game. Excursion to the factory entrance. Excursion to the factory. Conversation about the work of workers. Watching fragments of a film about people in working professions. Reading the story " Automobile factory"from the book by A. Dorokhov “One Hundred Obedient Hands.” Reading excerpts from the books by V. Mayakovsky “Who to be?”, V. Avdienko “All Work is Good”, V. Arro “Get Up Early”. Examination of illustrations for V. Sokolov’s book “Steelmaker”. Drawing on the theme “Our plant (factory).” Modeling of cars. Compiling an album about the work of adults at a plant (factory).

Game roles. Plant director, steelmaker, operator, loader, rolling stock operator, driver, foreman, crane operator, assembler, controller, builder, designer, seamstress, instructor.

Progress of the game. The teacher begins preliminary preparation for the game with a story about the plant. From the words of the teacher, the children learn that machines, cars, rockets, airplanes, televisions, and toys are made in factories. There are many factories in the city: automobile, aviation, metallurgical, etc.

Next, the teacher can read an excerpt from A. Dorokhov’s book “One Hundred Obedient Hands” and tell the children about tall buildings with huge windows from the ground to the roof, which are called workshops. Instead of doors, the workshops have built-in gates; both a truck and a diesel locomotive can leave through such gates. Installed under the roofs of the workshops different cars, on which parts of cars, airplanes, tractors, etc. are made. Then the teacher introduces preschoolers to the production process. in particular with work in the assembly shop. The teacher consolidates the acquired knowledge in design classes. He invites the children not just to reproduce a familiar design, but to create a building based on their idea. To activate children's imagination, the teacher asks a number of questions, for example: “What is the size of the workshop? What gates are in the workshop?”, etc.

After such work, the teacher can read to the children an excerpt from V. Mayakovsky’s book “Who Should I Be?” to help the children imagine work in the assembly shop. The children can look at the illustrations for this book and tell what the worker does, what machine he works on, and why he works. After repeated reading, the teacher asks the children to imagine how they would act if they were workers.

During a design lesson, the teacher asks the children to build each their own machine: a cutting machine, a metal-cutting machine, a lathe, a machine for electric welding. During this, the teacher introduces additional material needed during the game, draws the children’s attention to an interesting invention of a friend: “Look what kind of machine Sasha came up with. Show me, Sasha, how it works.”

The game “Factory” can be played in various versions: “Automobile Plant”, “Aircraft Plant”, “Metallurgical Plant”, etc.

The teacher can start the game “Car Plant” by inviting the children to distribute roles among themselves: foreman, workers, engineers, assemblers, controllers. The teacher invites the children to make cars out of metal (plasticine). The guys are divided into groups. One troupe of children is building a “conveyor” from building material. The “foreman” keeps order and notes the most best cars. Another group of children enthusiastically performs the role of “workers”. Children place a row of chairs on one side of the table and a row on the other side. One child, who has taken on the role of an engineer, distributes machine parts to the “assembler” children. “Controllers” on the first and second rows make sure that each “collector” copes with the task. The guys patiently wait for their turn and adjust the required part.

The next step in the development of cognitive interest is asking children the question: “What is made of what?” The children learn that many objects, including cars, are made of metal. The teacher’s question: “Where do they get this metal, from what and how is it obtained?” activates children's cognitive activity.

In order to form ideas about some stages of the metal manufacturing process (first, miners extract ore, from which they then smelt steel, and from it they make cars), children can be offered illustrations to V. Sokolov’s book “Steelmaker” for viewing.

As the role-playing game “Metallurgical Plant” develops, the teacher creates in children the need to make items needed for the dispatcher and steelworkers: to make pipes, passes, safety glasses. Children can make these attributes from paper and spools.

The teacher can offer the following version of the game: “Building a blast furnace.” He invites the children to build a large platform out of building material and build a “blast furnace” from cubes. Then bring several toy locomotives and a crane to the site. “This will be a factory yard, it’s large, and steam locomotives transport ore to the blast furnace. You have to be very careful here because it’s very hot here, you have to wear glasses so that sparks don’t get into your eyes.” The bucket can serve as a ladle for children, with which the “steel workers” scoop up molten metal. And red sheets of paper are finished steel. When it cools down, it needs to be transported to all factories for the manufacture of cars, airplanes, etc.

In the future, the teacher can ask the following question: “And if there were only steelworkers at the plant, would they be able to smelt steel?” This question makes children think about who else works at the factory.

Reading excerpts from books and looking at illustrations enriches children’s understanding not only of the work of steelworkers, but also of other working professions in the shops. For example, children learn that the operator controls the movement of a huge rolling mill. The operator rolls out a block of hot metal, which is removed from the mold, like a piece of dough. The block becomes thinner and longer. Rental car rental companies walk near it.

The game “Aircraft Factory” can be started by assigning roles: director, chief engineer, workers. The guys, under the guidance of the chief engineer at the factory, make paper airplane models, parachutes, kites and other flying paper toys. At the end of the working day (during a walk), flying toys are launched. The best models that fly the farthest are selected for future competitions; the rest can be used by the teacher for everyday games.

The teacher tells preschoolers that each person at the plant has his own workplace: blast furnace workers smelt pig iron at the blast furnace, steelworkers at the open-hearth furnaces

iron furnaces cook steel, an operator operates a huge rolling mill, etc. Actions different people interconnected and aimed at common benefit.

During the game, at first, one of the leading roles is taken by the teacher (factory director). The “director” advises the guys how to build a “workshop”, helps them choose roles, and tells them how to act. For example, a teacher can divide the children into groups: the first group - blast furnace builders, drivers delivering construction materials and ore (acorns, shells); the second group - steelworkers, assistants to steelworkers; third group - distributors, operator.

Very similar in content to the game “Factory” is the game “Toy Factory”. During the game, in the sewing workshop they sew clothes for dolls, in the toy workshop they learn how to make toys from natural materials (cones, branches, eggshells), clay, plasticine, etc. During the game, “instructors” (after consultation with the teacher) teach children how to make various crafts.

A month before the New Year, the teacher invites all workshops of the factory to switch to producing New Year's products. They must fulfill the orders of Santa Claus, which come by mail to the factory. The workshops produce Christmas tree decorations, New Year's masks, and parts for costumes - collars, hats, belts.

After the New Year, the teacher offers the factory workers to prepare for a holiday of games and toys, the work of the paper and cardboard workshop is organized, the guys make Board games, houses, sets of cardboard dolls with paper clothes, cut out and paint figurines of loved ones fairy tale characters(Cinderella, Pinocchio, Little Red Riding Hood). The sewing workshop can make simple soft toys, make figurines of fairy-tale characters from natural materials, etc. After this, a festival of games and toys is held. An exhibition of workshops is organized, children dramatize their favorite fairy tales, and heroes of various fairy tales come to visit the children.

Games of “Plant” and “Factory” can be combined with games of “ship” (transporting metal, planes, cars, toys to other cities), “hospital” (treating steelworkers, factory workers), canteen (feeding factory workers ), “shop”, “library”, etc.

Game "Atelier"

Target. Formation of labor skills, development of children's creative imagination. Formation of preschoolers’ ideas about what an atelier is and what it is needed for. Formation of the ability to comply with learned norms and rules of culture of behavior in public places. Fostering respect for the work of studio workers.

Game material. Construction material, colored paper, cardboard, ruler, measuring tape, scissors, bags, wallets, notepad, mirror, substitute items.

Preparing for the game. Excursion to the studio. Excursion to a ready-made clothing store. Conversation with studio workers. Examination of illustrations on the topic “Atelier”. Making, together with the teacher, attributes for the game. Drawing clothing samples.

Game roles. Receptionist, cutter, dressmaker, customer, artist, studio manager.

Progress of the game. The teacher should begin preparing for the game with a tour of the studio. During an excursion to the atelier, the teacher needs to show and explain to the children the meaning and significance of the activities of each employee (the receptionist takes the order and writes down on the receipt whose fabric it is and what they want to sew from it; the cutter measures the fabric and takes measurements from the customer to know whether it will work what fabric is the dress made of and what length and width should it be made; the dressmaker first bastes the clothes so that the cutter can try on whether they are sewn well or correctly, then she sews them on a machine, etc.). At the same time, the teacher needs to emphasize the collective nature of the work (the receptionist, the cutters, and the tailors - everyone works together to sew good, beautiful clothes: dresses, jackets, trousers, coats, skirts, sweaters, sundresses).

After a tour of the atelier, the teacher can take the children to a ready-made clothing store and tell them that everything that is sold here is sewn in the atelier.

The results of the excursion should be consolidated in a conversation using pictures, postcards depicting what the children saw in the atelier: how they take measurements, cut the fabric, try on what they sew for the customer, how they sew, etc. The teacher can look at the drawings with the children, where it shows how a mother sews and tries on a dress for her daughter, how they sell clothes in a store and someone tries on the item, etc. Then the teacher asks the children if anyone has new clothes and where they come from: did they buy them in the store or sew them who sewed and whether the child saw how the clothes were sewn. The teacher gives the children the opportunity to tell who and how they sewed or bought new clothes.

During the first game, the teacher offers the children the roles of parents, and he takes on all other roles in order to introduce the children to the gaming possibilities of the topic. Then, during the subsequent game, children take on the roles of buyers in the store, customers, receivers, etc.

For the game, the teacher and children make cardboard figures of dolls, prepare colored and white paper, a ruler, a measuring tape, scissors, and samples of clothes cut out of paper. Having distributed cardboard dolls to the children, the teacher tells them: “These are your children, they need clothes, because you can’t go to kindergarten, or to school, or to the cinema in shirts and shorts. A studio has opened nearby where you can sew clothes for all children: you can sew dresses, aprons, trousers, fur coats. But before that you need to buy fabric. They brought a lot of beautiful fabric to the store.”

After this, the guys play the game “Fabric Store”. Children rush to the store, taking with them bags and wallets. In the store on the counter there is all kinds of paper (fabric) cut into strips and rolled into small rolls. Buyers are met by a salesperson (teacher), who asks each of them what kind of fabric he wants to buy, what he thinks to sew from it and offers one suitable for this purpose. So, if a buyer points to a white fabric with a pattern and says that he wants to make trousers out of it for his son, the seller should explain that it is not suitable for trousers and recommend another one. Then the seller serves the buyer: he measures the height of the child and the length of future clothes with a centimeter tape (if the fabric is bought for trousers, then the measurement should be made from the waist to the foot, if the fabric is intended for a dress, then it should be measured from the neck to the knees) and, measuring two length in the latter, carefully cuts. After this, the buyer pays money to the cash register, takes the check, hands it to the seller and, after receiving his purchase, not forgetting to thank the seller, leaves the store.

When all the children have bought the fabric, the store closes and a studio opens in another place. There on display are samples of clothing made in advance by the teacher together with the children. On the table in the studio there is a pencil, scissors, a measuring tape or a simple ribbon, a notepad, and there is a mirror next to it. The receptionist (teacher) sits at the table. She greets each incoming customer, politely asks to sit down and asks what the customer wants to sew. When the client expresses his desire, the receptionist invites him to choose a sample style and advises which one is better to choose and why she thinks so. After this, the receptionist places the order: writes down the customer’s name, measures the fabric, writes what was ordered (dress, trousers, skirt), then takes measurements from the child for whom the clothes are being ordered. The receipt must be issued in two copies, one of which the receptionist gives to the customer, and the other puts in the fabric along with the sample (style), after which she tells the customer to come back in a day for a fitting. When all children's orders have been accepted, the game can be stopped, saying that the studio is closed, and the fitting will be in a day.

After a day, the game can be resumed again. The cutter outlines with a simple pencil contours of the sample on the fabric, then cuts (cuts) the clothes and tries them on for customers. At the same time, he asks them to look in the mirror and say if everything is okay. The cutter ends the fitting with the words: “The dress now needs to be sewn by the dressmaker and the order will be ready tomorrow. Come tomorrow morning."

The next day, customers come for a ready-made order. The cutter tries on the finished dress for the client. The customer pays for his order to the receptionist by presenting her with a receipt. The receptionist takes the order from the shelf and gives it to the client.

In subsequent games, the teacher gives the children independence and helps them guide the game only with advice. However, in the first independent game, the teacher needs to take on the role of a dressmaker in order to show the children her rich gaming capabilities. The cutter (now one of the children) instructs the seamstress to sew the order. The teacher needs to show the children how to use an imaginary needle, how to thread it, how to sew with it, how a dressmaker uses an iron to smooth out seams. The next time the game is played, one of the children takes on the role of dressmaker.

This version of the game can be changed, supplemented, replaced by other options as children learn and develop. So, you can sew clothes for ordinary dolls, and in the future the studio will sew imaginary clothes for the children themselves. Children can be not just customers, but also doctors, hairdressers, drivers who order work clothes for themselves.

When the children become familiar with the rules of the game, the teacher can invite them to draw up a rough game plan. For example, the game “Studio “Baby” may include the following moments: receiving orders and their execution, first fitting, receiving an order, exhibition of models, etc. New roles can be introduced into the game: artist, dispatcher, head of the studio, etc.

The game “Atelier” can subsequently be combined with other games: “Photography”, “Hairdresser”, “Laundry”. Together with the children, select attributes, objects, toys for the implementation of game plans (album “Models of clothing (hairstyles)”, a set of patches, sewing machines, cameras, hairdresser’s kits, etc.).

Game "Border Guards"

Target. Promoting military-patriotic training of preschool children. Instilling in them courage and endurance.

Game material. Toys: pistols, machine guns; shoulder straps, insignia, tent (for medical unit equipment), sanitary bags, bandage, cotton wool, flask, telephone, binoculars, cauldron, mugs.

Preparing for the game. Meeting of children with a border guard, conversation about difficult and honorable service in the border troops. Reading several stories about border guards, watching a movie. Drawing on the theme “Border”. Learning and dramatizing songs about the border. Making, together with the teacher, attributes for the game.

Game roles. Army commander, outpost and detachment commander, spies, intelligence officers, messengers, snipers, doctor, nurses, ordinary border guards, cook, etc.

Progress of the game. IN In order to create interest in the game, the teacher can hold conversations with children on military theme, such as “How do border guards guard the border?”, “What does a commander (reconnaissance officer, sniper) do?”, organize a meeting with a border guard who will tell the guys about his service and answer all their questions. Then, with the guys, you can read several stories about the border and the people defending it, watch fragments of a film about border guards, offer to make sketches on the topic “Border,” and you can also learn and dramatize songs about border guards.

The next stage in preparing for the game may be a proposal to conduct maneuvers before the game (military sports training), throwing at a target, studying the simplest topographical signs, formation on an alarm signal, dressing the wounded, observation exercises, walking on a log, crawling on the belly and etc.). First, the maneuvers are carried out in the form of exercises, then the teacher organizes a military sports relay race. The guys complete tasks, compete in strength, dexterity, and accuracy.

The teacher can invite children to hold a competition between two “border posts” in completing tasks: “Detect and detain a border violator”, “Deliver an urgent package”, “Decipher an urgent message” (in the form of a rebus), etc.

The day before the game, roles are assigned so that the children, together with the teacher, can think about the game props and prepare everything necessary for playing the roles.

Then the participants in the game find a suitable place on the kindergarten site for an outpost, equip a headquarters and a medical unit, and agree on where the border lies.

After the main plot has been outlined (with the participation of the teacher), the game begins. The teacher divides the children into subgroups: border patrol, scouts, snipers, spies, nurses.

The commander takes the border guards to an open area next to the border (a line drawn in red chalk on the asphalt) and says: “We have been entrusted with guarding the border. It became known that several violators were coming in our direction. Our task is to detain them. Know: the enemy is cunning and will skillfully disguise himself.” Then patrols walked along the border, they looked around, listened to rustling sounds.

Scouts have their own combat mission. The commander leads them along the path and says: “Go and remember everything along the way. Walk ten steps and come back to report to me what you saw and heard. Then go along the same road again and look at both sides to see if everything is as it was. The scout needs keen eye!».

Snipers on the other side of the site compete in accuracy. The teacher sets up a target shield. Each sniper receives half a bag of ammunition - fir cones. The commander gives the task to shoot in different ways: from a place, from a run, while lying down, from a knee.

The spies go to their territory and choose a place for a raid.

The medical unit is preparing to receive the wounded and sends several nurses to the border to pick up the wounded and provide them with first aid.

When all the participants in the game take their places, the teacher gives a command to the bugler - this is a signal that the border is locked. Violators can begin a sortie.

After this, the border guards discover the spies, shooting and pursuit begin; The wounded appear - they are picked up by nurses and given first aid. Border guards catch border violators and take them to the commander’s headquarters, where he talks with them.

At the end of the game, the army commander reads out the order: “All soldiers who participated in the combat operation are thanked for their dexterity, courage, and resourcefulness. I order all fighters without exception to be awarded medals”;

The next time you play the game, you can expand the plot. The guys can pretend to be life at a border outpost - being on duty at the headquarters, doing drill training, mastering obstacle course running, methods of camouflage, carrying the wounded, and moving on one's bellies.

This game helps a lot Everyday life children. For example, if children are slow to form and cannot get out of bed for a long time, the teacher announces an alarm formation, organizes a competition at the border outpost for the fastest formation of platoons, announces in orders gratitude to the best platoons and border guards, and appoints those who have especially distinguished themselves to command positions.

When discussing the plots of the games, the teacher should pay attention to the children’s ability to independently describe events, expressing their own attitude towards the characters and their actions.

When discussing the role behavior of children after the game, you also need to pay attention to the disclosure of the image of your favorite character (hero of the civil war, Russian warrior). For example: “Sveta was a brave and caring nurse, she bandaged the wounded and took them to the hospital,” “The border guards helped each other while crossing the river.”

Game "Cosmonauts"

Target. Promoting military-patriotic training of preschool children. Fostering a responsible attitude towards learning. Improving physical fitness. Learning to independently develop the plot of the game.

Game material. Construction material, emblems, toys, attributes for the game.

Preparing for the game. Examination of illustrative material. Reading fiction (A. Andreev “Star”) and essays about astronauts. Watching a film about astronauts. Drawing on the theme "Space". Learning songs about astronauts. Making, together with the teacher, attributes for the game.

Game roles. Commander of the cosmonaut squad (teacher), flight engineer, dispatcher, space crew commanders, cosmonaut number 1, cosmonaut number 2, cosmonaut number 3.

Progress of the game. To develop interest in the game, the teacher invites the children to look at the set of postcards “Cosmonauts” and illustrations in A. Andreev’s book “Star”, talks with them about space professions, about the qualities that an astronaut should have. The teacher discusses with the children the characteristics of people - astronauts. For example, the commander of a ship, calm and confident, reports to Earth about the results of observations in space; the flight engineer carefully monitors the readings of the flight control and docking console instruments; The dispatcher receives information from space and transmits it to the ship.

The teacher can organize an excursion to the cosmonautics museum, where the children will learn such names as S. Korolev, Yu. Gagarin. You can also offer children a film about astronauts.

After this, the teacher, together with the children, outlines a rough plan for the plot of the game “Flight into Space”, which may include the following points: training astronauts, passing an exam for flight readiness, examination by a doctor, boarding a rocket, launching a ship, working in space, messages from on board ship, flight control from Earth, landing, meeting on Earth, medical examination, rest of the astronauts after the flight, submission of the report on the passage and completion space flight.

Next, the teacher can invite the children to build a rocket from building material. When constructing a rocket building, he identifies its parts (nose, hatches, compartments, windows, control panel) and plays with all parts of the building with the help of toys and substitute objects.

Then the teacher invites the children to come up with an emblem for the cosmonaut corps. The teacher can organize a competition between children for the best emblem. After all the preparations for the game, he can divide the guys into groups - crews with different names: “Brave”, “Brave”, “Cheerful”, etc.

Then the entire group of astronauts lines up on the site. After this, the teacher announces the first stage of the game - preparation for space flights. The teacher reads out the order on the formation of crews of the Raketa spacecraft and introduces the children to the laws of astronauts:

    Only strong guys can fly into space .

    Only smart guys can become astronauts.

    Only the hardworking can take flight.

    Only the cheerful and friendly can fly into space.

After the command “at attention,” the crew commanders submit reports to the squad leader (educator): “Comrade commander of the squad of young cosmonauts! The “Brave” crew is built and ready for testing. Crew commander Alexander." Then the squad leader greets the astronauts and invites them to sing a song that the children learn in advance.

Then the first stage of testing begins - the test of strength. At this stage, the physical fitness of the crews is checked. The astronauts run, exercise on a beam, jump, perform gymnastic exercises, compete in throwing at a target.

The commander announces the second stage of testing. A competition is held to solve problems in mathematics, test knowledge on speech development, etc. This competition includes entertaining questions such as a quiz as part of the kindergarten program. Here you can conduct a space quiz, which will include the following questions: “Who was the first to fly into space? At what year? (Yu. A. Gagarin, April 12, 1961.) Who took the first walk in space? (A. A. Leonov.) Name the first woman to be in space.” (V.V. Nikolaeva-Tereshkova.), etc.

The next stage is a competition for the best paper or cardboard craft (preferably on a space theme).

The final stage of the competition - the crews participate in a space concert, performing space scenes rehearsed in advance by the crews (landing on Venus, landing on the Moon).

The squad leader and the jury (other teachers, nanny) sum up the results of the competition and present medals prepared in advance - “Best Cosmonaut”, “Cosmonaut No. 1”, “Cosmonaut No. 2”, “Cosmonaut No. 3”.

Then the game continues. The astronauts go to the doctor for examination, then the rocket is launched. Several people are flying to the Moon, the rest are waiting for their return on Earth. The teacher gives the children independence in the game, trying not to interfere with its progress. It only introduces new content into the game, for example, the flight of several crews and their collaboration in orbit; In space, astronauts enter open space and spaceships dock.

In independent play, the teacher encourages the children to model human relationships (labor and personal) aimed at completing a responsible task. For example, the teacher tells the children that some people create ships and rockets, others test them and prepare them for flight, and still others ensure the flight and landing.

After each game, the teacher involves the children in analyzing game situations.

Turkina Irina Alexandrovna
Card index of outdoor games for the preparatory group

Card index of outdoor games

Preparatory group

Movable low intensity games

1. Mirror

Purpose of the game: cultivate artistry and expressiveness of movements.

Progress of the game:

The players are on the court, the driver is facing them. Children are the reflection of the driver in the mirror. Driver "in front of the mirror" performs various imitative actions (combs his hair, straightens his clothes, makes faces, etc.). The players, at the same time as the driver, copy all his actions, trying to accurately convey not only gestures, but also facial expressions. The role of driver can be played by both the teacher and the child.

2. Five steps

Purpose of the game: cultivate quick wits and quick thinking.

Progress of the game:

Several players take part in turn. Children need to take 5 steps at a fast pace and say any name for each step without pauses or stops. (female or male depending on the task). Players who completed the task are noted. The game can be complicated by asking children to name not names, but, for example, animals, fish, birds, etc.

3. Ball to neighbor

Purpose of the game: consolidate a quick pass of the ball in a circle.

Progress of the game:

Players line up in a circle at arm's length from each other. Two players standing on opposite sides of the circle each have a ball. At a signal, children pass the ball around in a circle in one direction, as quickly as possible, trying to get one ball to catch up with the other. The player who has 2 balls loses. The game repeats itself. Pass the ball to the neighboring player, do not let anyone through.

4. Vorotsa

Purpose of the game: strengthen walking in pairs, cultivate organization and collectivism.

Progress of the game:

Players walk along the court in a column of two. By command "Stop!" stop, raise their clasped hands up, forming a collar. The first pair turns around, runs under the gate, becomes the last, saying "Ready!". At this signal, the children lower their hands and continue walking. The game can be complicated by changing the direction of movement of the column.

Purpose of the game: develop motor memory.

Progress of the game:

The players line up in a circle, with the teacher in the center. He performs various movements, indicating which one is prohibited. Children repeat all movements except those that are prohibited. Those who repeat the prohibited movement receive penalty points. Players who did not receive penalties are noted. The prohibited movement must be changed after 4–5 repetitions.

6. Nimble fingers

Purpose of the game: develop the ability for motor improvisation, motor resourcefulness, the ability to coordinate actions when jointly solving motor problems.

Progress of the game:

Small ones are scattered around the hall items: pieces of rubber mats, felt-tip pens, balls, plastic plugs, etc. The players collect them by grabbing them with their toes (one object with the right foot, the other with the left foot, and take them in their hands.

When all the items have been collected, the players sit on the floor, and each one arranges some kind of composition from what he has collected. (houses, flowers, ships, forest, etc.). It is not allowed to take objects from the floor with your hands.

Complication: Right foot collect objects in the left hand, with the left foot in the right hand.

Purpose of the game: increase the creative activity of children, awaken imagination, cheer up, the ability to manage their emotions and actions, skills of coordinated activity.

Progress of the game:

The players stand in a circle. The first player says his name and shows any movement (turn, clap your hands, jump, etc.). All children repeat the name and movement three times in chorus, trying to pronounce it with the same intonation as the first player. Then the next child says his name and shows the movement, everyone repeats, etc., until all the children say their names.

8. Swap places

Purpose of the game: develop attentiveness, the ability to manage your emotions and actions, skills of collective and coordinated activity.

Progress of the game:

Children stand in a circle. The instructor offers to change places for those children who have something same: blonde hair, white T-shirts, pets, etc. For example, instructor speaks: “Let those who have a bicycle change places”. Children change places, etc. The game lasts 3-4 minutes.

9. Flies - does not fly

Purpose of the game: develop composure, attentiveness, the ability to manage your emotions and actions, skills of collective and coordinated activity.

Progress of the game:

Children stand in a circle, with a teacher in the center. He calls the animate and inanimate objects that fly or don't fly.

When naming an object, the teacher raises his hands to the sides - up. For example, speaks: "The bird flies, the chair flies, the plane flies"- etc.

Children should raise their arms to the sides - up if a flying object is named. The game can be played while walking slowly.

10. Who has the ball?

Purpose of the game: develop composure, attentiveness, and the ability to manage your emotions and actions.

Progress of the game:

Children stand in a circle facing the center, hands behind their backs. In the center of the circle is the driver with his eyes closed. The host gives a small ball to any of the players. Children begin to quietly pass the ball in a circle behind their backs. The driver, opening his eyes, tries to determine who has the ball, turning to to the player: “Olya, show your hands!”. The child addressed by the driver shows his hands and again hides them behind his back. The ball cannot be held in your hands for long. The driver cannot address the children in order. If the driver determines who has the ball, that player becomes the driver.

Movable high intensity games

1. Take it quickly

Purpose of the game: teach children to walk, run in circles, act on a signal, develop dexterity and speed.

Progress of the game:

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles, of which there should be one less. At the next signal 6 “Take it quickly!”- each player must take an object and lift it above his head. The one who did not manage to pick up the object is considered a loser. The game repeats itself

Purpose of the game: practice jumping.

Progress of the game:

The players stand in a circle. The driver, being in the middle, twists the rope with a bag at the end so that the bag flies at a height of 5-10 cm from the floor. Everyone jumps over the rope, and the one who touches it receives one penalty point, after which the game continues. The winners are the jumpers who receive the fewest penalty points after 8-12 laps of rope under their feet.

3. Whose column is most likely to form?

Purpose of the game: teach children to move around the playground in different directions; when given a signal, they form three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, spatial orientation.

Progress of the game:

Children are divided into three groups with the same number of players. Each subgroup chooses a certain object, for example a pine cone or a pebble, etc. all children of the same groups have the same subject. At different ends of the site, places are chosen for these subgroups – stump, bush, plank, which are designated by the same object. Everyone walks or runs in different directions to the beat of the tambourine. On signal "In place" run and form a column near the corresponding object.

Option 2.

The teacher gives a signal: "Stop!". Children stop, close their eyes, and the teacher at this time changes the places of objects, then gives a signal “Get to your places!”. Children open their eyes, run to their objects and line up.

4. Tunnel

Purpose of the game: teach children the ability to crawl.

Progress of the game:

Participants stand in two columns. The first one takes a step forward and takes an emphasis, lying bent over. The second participant crawls under the first specified method (on the belly, on low all fours with support on the forearms) and takes the same position next to the first. The third participant starts the movement, etc.

The task is performed 2-3 times in a row. The team that crawls over the landmark the fastest wins.

Having lined up, the teams take the starting position - lying on bent arms. The guides and closing ones face each other. The guides have balls in their hands. At the signal, players do push-ups while lying down and, raising their pelvis, take a bent position. The guide rolls the ball along the tunnel with a push of both hands and lies on the floor. The closing player, having caught the ball, runs to the place of the guide. At this time, all other players bend their arms and lie down. p. The relay ends when the guide returns to his place.

5. Owl

Purpose of the game: teach children to act on a signal, run in all directions imitating birds, save motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. On signal "day" the birds fly away, flap their wings, and peck at the grains. On signal "night" everyone stops and stands still. An owl flies out, looks out for those who move and takes them into the nest after 15-20 seconds. the signal is given again "day", the owl flies into the nest, children - birds fly around the playground.

Option 2.

Two owls are selected. Take interesting poses.

6. Tag

Purpose of the game: teach children to run around the playground in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Progress of the game:

A driver is selected, who receives a colored bandage and stands in the center of the site. After signal: “Catch!”- all the children scatter around the playground, and the driver tries to catch up with one of the players and make fun of them. The one who is insulted by the driver moves aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can’t stain someone who managed to stand on one leg.

Purpose of the game: teach children to run randomly around the playground, move blindfolded, listening to warning signals. Develop the ability to quickly move around the room, dexterity, and speed of action.

Progress of the game:

The driver is selected - blind man's buff. He stands in the middle of the room, is blindfolded, and turned around several times. Then all the children scatter around the room, and the blind man's buff tries to catch someone. When they see any danger to blind man's buff, children should warn with a word "Fire!". Having caught someone, the blind man's buff transfers his role to the person caught.

If the game takes place on the street, then a boundary is drawn beyond which the players have no right to run. Anyone who has crossed the agreed boundary is considered burned out and is obliged to replace the blind man's buff.

8. Catch up with your date

Purpose of the game: teach children to run quickly in a given direction, trying to catch up with their partner. Develop the ability to act on a signal, dexterity, and speed of movement. Promote endurance.

Progress of the game:

Children stand in pairs on one side sites: one is ahead, the other is 2-3 steps behind. At the teacher’s signal, the first ones quickly run to the other side of the site, the second ones catch them - each with their own pair. When repeating the game, children change roles.

9. Traps

Purpose of the game: teach children to run in all directions, dodging the trap. Develop speed of movement, reaction, and the ability to act on a signal.

Progress of the game:

The children are on the playground, Trap is standing in the middle of the playground. At the signal - one, two, three - catch - all the children scatter around the playground, dodging the Trap. The one whom the Trap has tainted moves aside.

Options: The trap cannot catch someone who has already crouched; managed to stop and stand on one leg; stood on some elevated object.

10. Traps with tails

Purpose of the game: teach children to run in all directions, without bumping into each other, to act quickly on a signal. Develop orientation in space, the ability to change direction.

Progress of the game:

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. On signal teacher: “One, two, three – catch it!” children run around the playground. The trap tries to pull out the ribbon. By signal: “One, two, three, quickly run into a circle - all the children are lined up in a circle.”. After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center and there is a Trap. On signal "One, two, three catch" the children run across the circle, and Trap tries to grab the ribbon.

11. Paints

Purpose of the game: teach children to run, trying not to catch up, to jump on one leg, landing on the toe with a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.

Progress of the game:

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. Buyer knocks:

Knock! Knock!

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner speaks: “Walk along the blue path, find the blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a task more difficult than a task, For example: Jump on one leg along the red carpet.

Option 2.

The conversation is repeated, if the buyer guessed the paint, the seller says how much it costs and the buyer slaps the seller on the outstretched palm so many times. With the last clap, the child pretending to paint runs away and the buyer catches up with him and, having caught him, takes him to the appointed place.

12. Frogs and heron

Purpose of the game: teach children to jump in place from a deep squat, jump over a rope located at a height of 15 cm, in different ways: with two legs, one, running, trying not to be caught by the heron. Develop agility and speed of movement.

Progress of the game:

A swamp is marked in the middle of the site, pegs are driven in with a height of -15 cm. They hang a rope with weights on them so that it does not sag. To the side of the swamp is a heron. Frogs jump in the swamp, catching mosquitoes. On signal "Heron!"-she steps over the rope and begins to catch frogs. They can jump out of the swamp in any way way: pushing off with two legs, one leg, running. The caught frogs go to the heron's nest.

Anyone who steps over the rope is considered caught; you can only jump over.

13. Don't stay on the ground

Purpose of the game: we teach children to run quickly in different directions without bumping into each other, to climb onto a hill - a stump, a log, etc. We develop dexterity and speed in movements.

Progress of the game:

A driver is selected who runs with all the children.

As soon as the teacher said T: “Catch!”, everyone runs away from the driver and tries to climb onto a hill - a log, a stump, etc. If the driver manages to smear someone, he is considered caught and moves aside. At the end of the game, the number of losers is counted and another driver is selected from among those who were not caught.

14. Bear and bees

Purpose of the game: we teach children to run in different directions without bumping into each other, to start moving and change it at the teacher’s signal, to find their place.

Progress of the game:

Children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3 m from the bees’ house, a forest is outlined, there are bears there. On the opposite side, at a distance of 8-10 m, there is a meadow. Bees are located in their home - on a hill (wall, bench, low log). At the teacher’s signal, they fly to the meadow for honey and buzz. At this time, the bears climb into the hive and feast on honey. At the teacher's signal "The Bears!" bees fly to their hives and sting (touch) those bears that did not have time to escape into the forest. The bees then return to the hive and the game resumes. When repeating the game, children change roles.

15. Crucian carp and pike

Purpose of the game: we teach children to move quickly in a confined space. We develop dexterity and speed in movements.

Progress of the game:

One driver is a pike, the rest of the players are divided into two subgroups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher's signal "Pike!" The pike quickly runs into the circle and tries to catch (touch) crucian carp. The crucians rush to take a place behind one of the players and sit down - hide behind the pebbles. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with another pike. At the end of the game, which is repeated 3-4 times, the teacher marks the pike driver who caught the most crucian carp.

16. Spider and flies

Purpose of the game: we teach children to run in different directions, without bumping into each other, to start and end the game at the teacher’s signal.

Progress of the game:

In one of the corners of the hall (sites) the web where the spider lives is indicated by a circle (driving). The rest of the children pretend to be flies. At the teacher’s signal, the players scatter throughout the hall - flies are flying and buzzing. The spider is in the web at this time. On signal "Spider!" the flies freeze, stopping in the place where the signal was found. The spider comes out and looks. The spider takes whoever moves into its web. The number of losers is counted, another driver is selected, and the game resumes.

17. Fishing rod

Purpose of the game: we teach children to jump in place on two legs over a rope, cord, or skipping rope. We develop dexterity, attentiveness, and speed in movements.

Progress of the game:

The players stand in a circle, with the driver in the center. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle above the ground (the floor), and the children jump up on two legs, trying so that the bag does not touch their legs. Having described 2-3 circles with the bag, the teacher pauses, during which the number of children whose legs were touched is counted bag, and the necessary instructions for performing jumps are given.The game is repeated 3-4 times.

18. Astronauts

Purpose of the game: we teach children to move quickly around the playground, without touching each other, and to take their places on time.

Purpose of the game:

On the floor (ground) rockets are drawn, in which 4-5 circles are the seats of the astronauts. Children walk around the playground (hall) round, speaking:

Fast rockets are waiting for us

For walks on the planets.

We’ll fly whichever one we want.

But there is one secret in the game: There is no room for latecomers!

With the end of the words, the children scatter around the rocket launch site, and everyone tries to take a place in any of the rockets. There are two or three fewer seats in rockets than there are astronauts. Those who are late are considered losers. The game repeats itself.

19. Centipedes

Purpose of the game: learning in a playful way how to move in a squatting position (in a squat, developing movement coordination.

Progress of the game:

On the playground they spend two parallel lines at a distance of 5 – 8 m (depending on the age of the players). This is the line "start" And "finish line". Depending on the number of players playing, children are divided into 2 - 3 teams with equal number players.

At the teacher’s command, children line up in columns at the starting line. Then everyone squats down and grabs the player in front by the belt. This is how the team turns out "centipedes".

At the teacher’s signal, the teams begin moving towards the finish line, trying not only to come first, but also not to fall. The first team to cross the line wins "finish line" in full force.

20. Wolf in the ditch

Purpose of the game: teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to get hit by a wolf. Develop agility and speed of movement.

Progress of the game:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another; this is a ditch. On one side of the site there is a goat house. All the playing goats are one wolf. The goats are located in the wolf's house in the ditch. At the teacher's signal - "goats in the meadow", the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, at the signal - "goats domroy", run into the house jumping over the ditch. The wolf, without leaving the ditch, catches the goats by touching them with his hand. Those caught move to the end of the ditch. After 2-3 dashes, another wolf is assigned.

21. Jump - turn around

Purpose of the game: teach children to perform rhythmic jumps in place while counting, performing exercise: Turn 360 degrees, pull your legs to your chest, clasping them with your arms. Teach children to push off and land on both feet. Develop dexterity and vestibular apparatus. Strengthen leg muscles.

Progress of the game:

Children, standing freely, perform three jumps in place in a hoop. (diameter 1m) on the fourth high jump, at the top point of takeoff, they try to pull the knees of their bent legs to their chest, clasp them with their arms, then quickly straighten their legs and land softly.

22. Be nimble

Purpose of the game: teach children to jump in a circle, jumping over sandbags and back, trying not to make the driver dirty. Push off and land on both feet, on your toes. Develop agility and speed of movement. Strengthen the arches of your feet.

Progress of the game:

Children stand facing in a circle, each with a bag of sand at their feet. The driver is in the center of the circle. At the teacher’s signal, the children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Trap. The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

23. Jump - sit down

Purpose of the game: teach children to jump over a rope with two feet, pushing off and landing on both feet, take a position in crouching group. Develop dexterity, attention, speed of movements.

Progress of the game:

Children stand in a column at a distance of one step from another. Two drivers with a rope in their hands - length 1.5 m, are located to the right and left of the column. At a signal, children carry a rope in front of the column at a height of 25-30 cm from the ground. Children in a column take turns jumping over the rope. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60cm. children quickly squat into position factions so that the rope does not hit them. When repeated, the leaders change.

Jump up with a push of both legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

Card index of outdoor games for children 6-7 years old

Program content:

Teach children to use a variety of outdoor games (including games with elements of competition) that promote the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, and the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing Creative skills. Develop interest in sports games and exercises (small towns, badminton, table tennis, hockey, football).
card number 1
Outdoor game "Traps"
Target:
Progress: With the help of a counting rhyme, a driver is selected - a trap - and stands in the middle of the hall (area). At the signal: “One, two, three – catch!” all the players run away and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain). The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Outdoor game "Nimble guys"
Target: Develop dexterity, eye and precision of movements.
Progress: The players are divided into threes and stand in a triangle (the distance between children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Outdoor game "Catch up with your partner"
Target: Exercise children in running with acceleration.
Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site (distance 15 – 20). The player in the second line tries to touch (spot) the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Outdoor game "Tops and Roots"
Target: Consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, and practice the ability to catch a ball.
Progress: 1. An adult shows a vegetable (models or natural) or names it; children name it and show with movements where it grows; if on the ground, they raise their hands up; if underground, they squat. A child can also act as an adult and show the vegetables himself.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins.
card number 5
Outdoor game "Don't stay on the floor"
Target: Exercise children in even running while maintaining a distance, and develop coordination of movements in jumping.
Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all the children run away and try to climb any height (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Outdoor game "Flies - does not fly"
Target:
Progress: Children stand in a line. The presenter calls various items and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.
card number 7
Outdoor game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Progress: The players line up in three columns (in front of each column there is a cube of its own color). The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area). After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.
card number 8
Outdoor game "Owl"
Target: Development of attention, response to verbal commands and voluntary regulation of behavior.
Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. On the signal: "Day!" - The game continues.
Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, placing your feet on the same line.
card number 9
Outdoor game "Giants and Dwarves"
Target: Train children to act on cues.
Progress: The driver (most often an adult) explains to the children that he can only pronounce the words “giants” and “gnomes.” When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loud and bass, and "gnomes" - in a quiet squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his toes.
The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.
card number 10
Outdoor game "Fishing Rod"
Target: Practice jumping with energetic push-off with both feet from the ground and bending your legs under you during the jump.
Progress: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, with a bag of sand tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump, trying to prevent the bag from touching their feet. The teacher rotates the bag in both directions alternately.
card number 11
Outdoor game "Quickly pass"
Target:
Progress: The players stand in 3-4 lines and are located half a step from each other. The first player in each row has a large diameter ball. At the teacher’s signal, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Outdoor game "Don't get caught"
Target:
Progress: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds. The game stops. Another driver is chosen, and the game is repeated with all the children.
card number 13
Outdoor game "Circular rounders"
Target: To develop children's dexterity in ball games and speed in running and dodging.
Progress: Children are divided into two teams. Players of one team stand in a circle, each with a ball in their hands. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are defeated, the teams change places.
card number 14
Outdoor game "Shapes"
Target: Development of attention, orientation in space, ability to act on a signal.
Progress: At the teacher’s signal, all children scatter around the hall (playground). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in three, etc. until five.
card number 15
Outdoor game "Ball over head"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players are divided into threes. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Outdoor game "Pass on the move"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Progress: The players are divided into pairs and stand on the starting line. One player of each pair holds a large diameter ball in their hands. At the teacher’s signal, the children, throwing the ball to each other as they go, move to the opposite side of the hall (area) to the designated line (distance 10 m). The pair that quickly and without losing the ball reached the finish line is noted.
card number 17
Outdoor game "Migration of birds"
Target: Practice climbing, developing agility and strength.
Progress: On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal "Birds fly away!" children, flapping their arms like wings, scatter throughout the hall. At the signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”
card number 18
Outdoor game "Echo"
Target: Exercise in the development of phonemic hearing and accuracy of auditory perception.
Progress: Before the game, the adult asks the children: Have you ever heard an echo? When you travel in the mountains or through a forest, pass through an arch or are in a large empty hall, you may encounter an echo. That is, of course, you won’t be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, because it always repeats exactly what you tell it. Now let's play echo.
Then they appoint a driver - “Echo”, who must repeat what he is told.
card number 19
Outdoor game "Jump over - don't hit"
Target: Practice jumping on two legs, develop strength and agility.
Progress: The players line up in two columns and stand two steps apart from each other. Two drivers stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the teacher’s signal, pass it under the feet of the players, and they must jump over the rope.
card number 20
Outdoor game "Hurry up to run out"
Target: Strengthen the skill of walking and running with changing the direction of movement, the ability to act on a signal from the teacher.
Progress: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle hold hands and start running to the right or left (or walking quickly), and the guys in the center of the circle clap their hands. At the teacher’s signal “Stop!” those running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After counting “three” the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Outdoor game "Ball for the driver"
Target:
Progress: The players stand in 3-4 columns (or 3-4 circles). The driver with the ball stands at a distance of 2-2.5 m from each column. At the teacher’s signal, the drivers throw the ball to the players standing first, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Outdoor game "Frogs"
Target: Practice jumping and throwing the ball.
Progress: Children line up in 3 or 4 columns and stand in front of the wall at the starting line. The first players in the column have a ball of medium or small diameter in their hands (depending on the preparedness of the children). The distance to the wall is 1.5 - 2 m. The child throws the ball against the wall and jumps over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
Outdoor game "Traps with ribbons"
Target: Practice running. Develop dexterity and the ability to quickly navigate.
Progress: Children line up in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the teacher's signal: "One, two, three - catch it!" - children run around the playground. The trap runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three, quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost their ribbons to raise their hands, i.e. lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.
card number 24
Outdoor game "Carrying balls"
Target: Develop the ability to perform movements on cue. Practice running fast.
Progress: The players line up in two columns and stand on four sides of the hall (area). In the center there is a large diameter hoop (or basket) in which small balls are placed according to the number of players. At the teacher’s command, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the designated line, etc. The team that completes the task quickly and without errors wins.
card number 25
Outdoor game "Quickly take it"
Target: Develop the ability to perform movements on cue.
Progress: The players form a circle and walk around objects (cubes, balls, skittles); There are 2-3 fewer items than players. Suddenly the teacher gives a signal: “Take it quickly!” Each player must take an object and lift it above their head. The one who did not have time to take the item is considered a loser.
card number 26
Outdoor game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Progress: The driver stands in the center of the hall and closes his eyes. Children form a circle without holding hands, walk in a circle to the right and say:
We gathered in an even circle,
Let's turn around at once,
How about we say: “Leap - hop - hop”
Guess whose voice it is.
The words “skok – skok – skok” are pronounced by one child (as directed by the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again plays this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Progress: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squat, etc.)
card number 28
Outdoor game "Mousetrap"
Target: To develop children's self-control and ability to coordinate movements with words. Practice running with crawling.
Progress: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest are “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. They all ate. Beware, cheats, we will get to you! Let’s set up mousetraps and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher's words "Clap!" children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
Outdoor game "Entertainers"
Target: Develop children's creative abilities, spatial orientation, attention.
Progress: Using a counting rhyme, an entertainer is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are! Together together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer.
card number 30
Outdoor game "In places"
Target: Develop the ability to throw and catch the ball, be dexterous, attentive, and develop an eye.
Progress: The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At the signal, everyone scatters around the hall (area) in different directions, and the teacher removes one object. At the signal "Get to your places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser.
card number 31
Outdoor game "Pass the ball"
Target: Practice performing tasks with a ball.
Progress: The players line up in 3-4 columns. The distance between children in the column is one step. The first player in line receives the ball ( large diameter). At the teacher’s signal, the first players pass the ball with both hands back between their legs and run to the end of their column. The next players pass the balls back and run to the end of their column and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Outdoor game " Sly Fox"
Target: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.
Progress: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, walks around the circle behind the children and touches one of the players, who becomes sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.
Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says: “I’m here!”
If the fox gave himself away earlier, the teacher appoints a new fox.
A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Outdoor game "Tag"
Target: Practice running quickly with dodging, lining up in a circle, and catching.
Progress: All the players run freely around the site, the driver - the tag - tries to tarnish someone. A player who is stained becomes a tag; If the tag cannot catch someone for a long time, then the teacher appoints another driver. If the group is large, then you can appoint two drivers.
card number 34
Outdoor game "Stop!"
Target: Practice walking and perform tasks when given a signal, repeat game exercises for balance.
Progress: The players stand in one line or randomly close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk quickly, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. The player who manages to cross the finish line before the driver says the word “Stop!” becomes the driver.
card number 35
Outdoor game "Jumping sparrows"
Target: Practice jumping over cords.
Progress: The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Outdoor game "Frogs and Heron"
Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.
Progress: The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.
Directions: Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.
card number 37
Outdoor game "Hunters and Falcons"
Target: Practice running fast, develop reaction speed.
Progress: On one side of the hall (platform) there are falcons. There are two hunters standing in the middle of the hall. At the teacher’s signal “Falcons, fly!” children run across to the other side of the hall, and hunters try to catch (spot) them before they cross the conventional line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players line up in 3-4 lines. The first player in each line has a ball (large diameter) in his hands. At the teacher’s signal, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn in a circle and pass the ball in the opposite direction. The first in the line receives the ball, all children turn again and take their original position. The teacher announces the winning team.
card number 39
Outdoor game "Day and Night"
Target: To develop dexterity and speed in children.
Progress: The players are divided into two teams – “Day” and “Night”. A line is drawn in the middle of the hall (area) (or a cord is placed). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.
card number 40
Outdoor game "Two Frosts"
Target: Practice running in all directions, develop reaction speed, and the ability to act according to the rules.
Progress: On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers,
Two frosts are removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you will decide
Hit the road - set off on the path?
All players answer in chorus:
We are not afraid of threats
And we are not afraid of frost.
After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two dashes, other Morozovs are chosen.
card number 41
Outdoor game "Spider and flies"
Target: Continue to practice running in different directions and the ability to maintain balance. Develop endurance.
Progress: In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web. At the signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes the one who moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Outdoor game "Keys"
Target:
Progress: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers: “Go to ... (names one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy a circle for a long time, he shouts: “I found the keys!” Then all the players change places, the one left without a place becomes the driver.
card number 43
Outdoor game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.
Progress: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel spun. And then around, around, everyone ran, ran, ran.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, that’s the end of the game!” The movements of the carousel are becoming slower and slower. At the words “The game is over,” the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.
card number 44
Outdoor game "Blind Man's Bluff"
Target: Improving orientation in space.
Progress: The teacher appoints the driver as the counting rhyme - blind man's buff. He stands in the middle of the platform, bounded by cords. He is blindfolded and asked to turn around several times. All the children run away, and the blind man's buff tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; To prevent the blind man's buff from leaving the site, he is warned with the word "fire".
When the children spin the blind man’s buff in the place of the leader, they say the sentence together:
- Cat, cat, what are you standing on?
- On the porch (on the kettle).
-What are you drinking?
- Kvass!
- Catch mice, not us.
Here is another sentence option:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Outdoor game "Passed - sit down (ball relay)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The game is played in the hall or on the court. It requires 2-3 volleyballs. The players are divided into 2-3 equal teams, which line up behind the line in a column one at a time. The captain stands 6-8 meters ahead of each team with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly stands up. The team that completes the task first and whose captain raises the ball wins. The player who dropped the ball must recover it, return to his place and continue passing. Also, players should not miss their turn.
card number 46
Outdoor game "Polar bears"
Target: Develop speed, agility, endurance.
Progress: At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.
The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.
The last player caught wins and becomes the “polar bear”.
Rules: A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” hits it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
card number 47
Outdoor game "Frogs in the swamp"
Target: Practice jumping on two legs while moving forward, developing strength, agility, and speed of reaction.
Progress: On one side of the hall (behind the line) there is a leader - a crane. In the middle of the hall there is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from a hatched rotten place
Frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, another crane is chosen from among those who have never been caught.
card number 48
Outdoor game "Ball against the wall"
Target: To develop children's attention and dexterity. Practice catching the ball with both hands.
Progress: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Outdoor game "We are funny guys"
Target: Exercise children in running. Strengthen the ability to act on a signal.
Progress: Children stand behind the line on one side of the playground (hall). There are two drivers in the center of the site. The children say in chorus:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch it!
After the word "Catch!" the children run to the other side of the playground, and the drivers catch up with them. The one whom the driver has insulted moves aside. Once the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Outdoor game "Hunters and ducks"
Target:
Progress: Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the majority (about a third) of the ducks have been fattened, the teams change roles.
card number 51
Outdoor game "Quiet - loud"
Target: Develop observation, attention, the ability to listen to a signal and act in accordance with it.
Progress: Using a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players some object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly; when he moves away, the clapping becomes quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is chosen.
card number 52
Outdoor game "Wolf in the Moat"
Target: Exercise children in running and jumping. Strengthen the ability to act on a signal.
Progress: In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher’s signal: “The wolf is in the ditch!” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.
card number 53
Outdoor game "Who gets to the ball faster"
Target: Train children to run at speed.
Progress: Children stand in two lines. Task: run to an object as quickly as possible, pick it up and lift it above your head (distance 10m). At the teacher’s command “March!” The exercise is performed by the first rank. The teacher marks the first three participants. Then the second group completes the task, the teacher notes the winners.
card number 54
Outdoor game "Kick pass"
Target: Develop dexterity in ball games.
Progress: The players stand in circles of 3-4 people. There is a driver in the center of each circle, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (foot pass); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.
card number 55
Outdoor game "Burners"
Target: Practice running at speed.
Progress: The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
Burn, burn clearly
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.
card number 56
Outdoor game "Passing the ball in a column"
Target: To develop children's dexterity and speed in playing with the ball.
Progress: Children are lined up in 3-4 columns; the distance between players is one step. The first person in the column has a ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands above their heads (with their feet shoulder-width apart). The last player in the column receives the ball, runs to the beginning of the column and also passes the ball. The task is completed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without losses wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to cultivate in children a sense of teamwork and mutual assistance.
"Ball against the wall." The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball, which he hits against the wall at an arbitrary pace, alternately with his right and left foot.
"Smart guys." The players are located in pairs throughout the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to your partner with your right and left feet alternately.
"Circle exactly." Various objects (cubes, medicine balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without letting it go far from himself.
"Goal into the goal." Using several cubes, gates are indicated. Players take turns going to the starting line (distance from the goal 5m) and try to kick the ball into the goal with a precise movement of their foot (right or left).
"Knock down the object." At a distance of 4 m from the starting line, pins are placed on the same line. Task: after a short run-up, hit the ball to knock down an object.
"Accurate pass." The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass." The players stand in a semicircle (small group, distance between players is 2m), in front of them is the driver with the ball. He kicks the ball to the first player with a quick and precise movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Nimble and fast." The players in a line run the ball to the other side of the court, lightly kicking it with either their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, while rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, with a teacher with a ball in the center. He sends the ball to the children one by one. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in the three." Children become threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate." Children dribble the ball from one side of the court to the other to the marked line (distance 10m) and, not reaching 2m from the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Target: Develop agility, speed, coordination of movements.
"don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in his hands. Assignment: throw the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it." Tossing a shuttlecock with one hand and catching it with the other, standing still and in motion (over a short distance).
"Shuttlecock towards you." Children stand in two lines; the distance between the ranks is 2 m, at a distance of arms outstretched to the side from each other. Every child has a shuttlecock. At the teacher’s signal, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall or collide when being thrown.
"Throw it into the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2 m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Repel the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and throws the shuttlecock to them one by one, and they return it. After some time, another driver is selected.
"Hit the shuttlecock." Children stand in a circle (semicircle). Each player has a racket and a shuttlecock. Children throw the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Pass on - don't drop it." The players stand in a line. Each child has a shuttlecock and a racket. At the teacher’s command, children throw the shuttlecock with a racket, moving forward at a step. The pace is arbitrary.
"Shuttlecock over the net." In the middle of the site (hall) at a height of 120 cm from the floor, a net (or cord) is stretched. Two teams of 5-6 people play. Players stand on both sides of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team hit the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
Outdoor game "Don't touch me"
Target: Exercise children in walking and running like a snake, enrich motor experience, develop coordination of movements, orientation in space.
Progress: 6-7 pins are placed in parallel in two rows at a distance of 40-45 cm from each other from the starting line after 2 m. All players line up in two columns. At the signal, children run after each other in a “snake” between the pins, running around them on one side and the other, returning to the starting line. The team that doesn't hit a single pin wins.
card number 60
Outdoor game "Third wheel"
Target: Learn to follow the rules of the game, develop agility and running speed.
Progress: The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the one catching up touches the one running away, then they change roles. No one should stop the player from running away from the pursuer.
Options: 1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.
3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then, the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Outdoor game "Whoever is named, catches it"
Target: Develop attention, dexterity, and speed of reaction to a signal.
Progress: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.
card number 62
Outdoor game "Gawker"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Progress: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.
card number 63
Outdoor game "Stop!"
Target: Develop auditory attention, spatial orientation, hand-eye coordination.
Progress: The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.
Rules: The one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.
card number 64
Outdoor game "Mice and houses"
Target: Strengthen the ability to quickly change direction of movement and act on a signal.
Progress: Using a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “Mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes a driver. If he fails, he goes from house to house asking them to sell the house. If the driver says: “The cat is coming!”, then everyone should change places, and the driver tries to take someone’s house.
card number 65
Outdoor game "Four Elements"
Target: Develop attention, observation, ability to quickly make decisions, expand vocabulary.
Progress: The players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on land, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire!”, then you cannot catch the ball. For an incorrect answer or catching the ball to the word "fire", the player is eliminated from the game. They play until the last remaining participant.
card number 66
Outdoor game "Stander"
Target: Development of motor and communication skills, dexterity, speed of reactions and coordination of movements, imaginative thinking.
Progress: Before the game starts, a driver is selected using a counting rhyme. All participants in the game stand in a circle, and the driver stands in the center of the circle. He throws the ball high and loudly shouts “Stander - Olya!”, calling the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as quickly as possible. And all the other children run away, trying to be as far as possible from the new driver. As soon as you manage to catch the ball, the driver shouts “Stander-stop!” After this, everyone must stop in place and turn to face the driver. The driver chooses any of the children and calls his name: “I’ll end up in Kolya!” After this, Kolya should fold his hands in a ring in front of him. The driver must hit the ball into this “basketball” hoop. To make it easier to get into the ring, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. The steps are as follows: “Simple” - an ordinary step
"Giant" - a big step. “Lilliputian” - the step is taken the length of the foot, that is, the heel of the other is placed against the toe of one foot. "Umbrellas" - a jump with a turn. "Frog" - jump from a squatting position. For example, it might sound like this: “Before Kolya there are four Lilliputian, two giant and three umbrellas!” After this, the driver begins to move towards Kolya. There are also rules here. Firstly, you need to move along the shortest straight line, and, secondly, you need to complete all the steps mentioned and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver; if you don’t hit, then he will drive himself.
card number 67
Outdoor game "Defense of fortifications"
Target: The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with legs - stopping, passing, hitting the inside of the foot and lifting, develops courage, quick orientation and tactical thinking.
A small circle and a large circle with a diameter (2 and 4 m, respectively) are drawn in the center of the hall. The players are located outside it. In the center of the small circle, a “strengthening” is installed - three clubs (pins). A “defender” is selected and stands next to the fortification.
At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by hitting and catching balls. The player who knocks down three clubs (pins) at once or the third (last) changes places with the “defender”.
Rules: 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The "defender" has no right to step outside the line of the small circle, hold with his hands
“strengthening” or installing knocked down clubs again.
Option: Playing with feet.
Directions: 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.
card number 68
Outdoor game "Horses and runners"
Target: Practice running, jumping on one leg, develop agility and spatial orientation.
Progress: A playing area of ​​3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: “Home!” He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself.
card number 69
Outdoor game "Colors"
Target: Practice the ability to run fast, be agile, and follow the rules of the game.
Progress: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become painters. Paint participants sit in a circle or in a gazebo, sometimes children stand in a line. The seller quietly (in his ear) tells everyone what color of paint corresponds to him. Children remember their color. The buyer monk should not know the colors of the paints. A monk comes to a paint store and addresses the seller: “I’m a monk in blue pants, I’ve come for paint.”
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller answers: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, and bring them back! The tasks for a monk can be different: gallop on one leg, walk like a duck, squat, or something else. If the named paint is present in the store, then the seller answers the monk: - There is such a thing!
- What is the price?
- Five rubles (The monk loudly slaps the seller’s palm five times). At the last clap, the named “paint” jumps up from his place and runs around the gazebo or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught paint participant becomes a buyer-monk and the game continues. If the monk was unable to catch the paint, then the game starts over.
Variant of the game "Paints" with a player - "devil": The devil also comes to the store to buy paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I am a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller by clapping his palm. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter some agreed upon words.
- Thanks buddy, have the pie!
As soon as the devil said the last word, the paint stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps
giant steps,
Lilliputian steps,
brick steps (heel to toe).
The devil is told what steps he should take towards the paint. If you walk and touch the paint, then the devil himself becomes paint.
card number 70
Outdoor game "Birds and Cage"
Target: Increasing motivation to play activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Progress: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.
card number 71
Outdoor game "North and South Wind"
Target: Develop endurance and attention; improve your running ability.
Progress: Choose two drivers. One person is tied with a blue ribbon on his hand - this is the north wind, the other - a red one - this is the south wind. The rest of the children are running around the playground. The north wind tries to freeze as many children as possible and touch them with its hand. Frozen people take some kind of pose (arms to the sides, up, on the waist, standing on one leg, etc.). The south wind seeks to unfreeze the children, also touching it with its hand and exclaiming: “Free!” After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Outdoor game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Progress: Choose a trap. At the teacher’s signal: “One, two, three! Catch!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.
card number 73
Outdoor game "Traps in pairs"
Target: Practice running, the ability to navigate in space, develop agility and speed.
Progress: They choose a driver. At the teacher's signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.
card number 74
Outdoor game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Progress: 2-3 gymnastic benches are placed across the site. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a vegetable garden where cabbage grows. After frolicking in the clearing, the hares climb over the fence (or creep up) and feast on cabbage. When all the hares are in the garden, the teacher says: “The watchman is coming!” The hares run into the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Outdoor game "Catching Monkeys"
Target: To develop initiative, observation, memory, and dexterity in children. Practice climbing and running.
Progress: Children portraying monkeys are located on one side of the site near the gymnastics wall. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take the captured monkeys home.
Directions: We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.
card number 76
Outdoor game "Chase the ball!"
Target: Develop gross motor skills, visual attention, eye.
Progress: Children stand in a circle. An adult gives two children standing in different places a ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed at the signal, without allowing players to pass.
card number 77
Outdoor game "Hunters and Hares"
Target: Practice the ability to throw at a moving target, climb (jump) over an obstacle, and run quickly.
Progress: On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for traces of hares, and then returns to his place. On the signal: "Hares!" - they run out of their houses into the clearing and jump on two legs, moving forward. On the signal: "Hunter!" - the hares run into the houses. And the hunter throws the ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; You cannot shoot hares in houses.
card number 78
Outdoor game "Flock"
Target: Improve the ability to maintain distance while moving, develop attention and reaction speed.
Progress: Children are slowly running across the playground - it's a flock of birds. The leader is ahead. He leads the flock around the area around the sandbox and slide (or other structures) along a path (in full view of the teacher). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock scatters. Everyone strives to quickly find some kind of shelter (bush, tree) or fly up onto a branch (stand on a log, boom, side of a sandbox, etc.). The last bird to hide is eliminated from the game for one repetition. A new leader is appointed, and the flock follows him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted for maintaining the required running pace and choosing the most interesting route.
card number 79
Outdoor game "Ice, wind and frost"
Target: Develop agility, endurance, and speed skills.
Progress: The players stand in pairs facing each other and clap their hands, saying:
- Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: “Ding, ding” until they hear the signal: “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal "Frost!" everyone lines up in a circle and joins hands.
Rules: Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Children who have reached an agreement join hands. You can change movements only with the signal “Wind!” or "Frost!" It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.
card number 80
Outdoor game "Bumblebee"
Target: Develop attention, speed, and the ability to act on a signal.
Progress: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (hit his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.
Rules: Roll the ball only with your hands; You cannot catch or hold the ball.
card number 81
Outdoor game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Progress: Children take ribbons of three colors and tie them on each other's hands. Then everyone lines up along one side of the court. The teacher says: “Get ready!”, and everyone takes the position high start. The signal to start running is the name of the color of the ribbon, for example: “Yellow!” At this signal, children run only with a yellow ribbon. The rest should remain where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher names another color, then a third. When repeated, children will



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